< Street Fighter 6 | Zangief
(→HPHK) |
No edit summary |
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| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = 10-19 Air (Head) | | invuln = 10-19 Air (Head) | ||
| jugStart = | | jugStart = 0 PC / 1 air | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
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| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = Long-range sweep; counter-hit is also HKD +45; has some natural juggle potential without Drive Rush (no Hard Knockdown if juggled into); counter-hit/Punish Counter causes opponent to fall forward with a different animation | | notes = Long-range sweep; counter-hit is also HKD +45; has some natural juggle potential without Drive Rush (no Hard Knockdown if juggled into); counter-hit/Punish Counter causes opponent to fall forward with a different animation | ||
}} | }} | ||
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| invuln = 32~ Projectile (Body) | | invuln = 32~ Projectile (Body) | ||
| jugStart = 0 | | jugStart = 0 | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 1 | ||
| notes = Button must be held for 20f; wall splats on hit; wall bounce on PC allows follow-up juggles; KD Advantage depends on height and distance from corner; projectile invulnerable on Zangief's body (not legs) while active until landing; landing recovery on whiff is 20f if fully charged, or 12f if only partially charged; whiff landing recovery is cancelable into attacks (but not movement) starting on 2nd frame; if active frames 2-6 connect right as Zangief lands, he does not bounce away and the landing recovery becomes cancelable into attacks (-1 oB if not canceled) | | notes = Button must be held for 20f; wall splats on hit; wall bounce on PC allows follow-up juggles; KD Advantage depends on height and distance from corner; projectile invulnerable on Zangief's body (not legs) while active until landing; landing recovery on whiff is 20f if fully charged, or 12f if only partially charged; whiff landing recovery is cancelable into attacks (but not movement) starting on 2nd frame; if active frames 2-6 connect right as Zangief lands, he does not bounce away and the landing recovery becomes cancelable into attacks (-1 oB if not canceled) | ||
}} | }} | ||
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| jugStart = 0 PC / 1 air | | jugStart = 0 PC / 1 air | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = Long range overhead with high pushback (moves back during recovery and can be hard to punish at max range); low crushes during lower body invuln frames 13-28, but not airborne; active frames 1-2 can only hit airborne; active frames 3-4 can only hit standing, making it effectively 26f vs. crouching; +2 better KD Adv. vs. crouching; Punish Counter puts opponent into OTG free juggle state; puts airborne opponents into limited juggle state; has some juggle potential | | notes = Long range overhead with high pushback (moves back during recovery and can be hard to punish at max range); low crushes during lower body invuln frames 13-28, but not airborne; active frames 1-2 can only hit airborne; active frames 3-4 can only hit standing, making it effectively 26f vs. crouching; +2 better KD Adv. vs. crouching; Punish Counter puts opponent into OTG free juggle state; puts airborne opponents into limited juggle state; has some juggle potential | ||
}} | }} | ||
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| superGainBlk = 600 (300) | | superGainBlk = 600 (300) | ||
| invuln = 5-26 Throw/Lower Body | | invuln = 5-26 Throw/Lower Body | ||
| jugStart = 0 PC / 1 Air | | jugStart = 0 PC ground / 1 Air | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 5 | ||
| notes = Low crushes during throw/lower body invuln frames 5-26, but not airborne; great hitbox priority, but long recovery makes it a risky counterpoke; puts airborne opponents into limited juggle state; has juggle potential; Punish Counter causes wallsplat after tumble if it reaches the corner; wallsplat keeps opponent grounded and throwable (strikes still put opponent into limited juggle state) | | notes = Low crushes during throw/lower body invuln frames 5-26, but not airborne; great hitbox priority, but long recovery makes it a risky counterpoke; puts airborne opponents into limited juggle state; has juggle potential; Punish Counter causes wallsplat after tumble if it reaches the corner; wallsplat keeps opponent grounded and throwable (strikes still put opponent into limited juggle state) | ||
}} | }} | ||
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| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| jugIncrease = 1 | |||
| jugIncrease = | |||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC | | notes = Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC | ||
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| superGainHit = 700 (490) | | superGainHit = 700 (490) | ||
| superGainBlk = 350 (175) | | superGainBlk = 350 (175) | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Combos from 22MK naturally, but requires counter-hit to continue into 3rd hit of TC; counter-hit/Punish Counter bonus advantage does not carry over from initial 22MK; can be performed on whiff; 2f blockstring gap between 22MK~MK hits | | notes = Combos from 22MK naturally, but requires counter-hit to continue into 3rd hit of TC; counter-hit/Punish Counter bonus advantage does not carry over from initial 22MK; can be performed on whiff; 2f blockstring gap between 22MK~MK hits | ||
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| superGainHit = 700 (490) | | superGainHit = 700 (490) | ||
| superGainBlk = 350 (175) | | superGainBlk = 350 (175) | ||
| jugIncrease = | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = 0 | ||
| notes = Special cancelable, allowing Drive Rush extensions and safety on block (meterless Lariat will not combo on final cancelable frame); requires counter-hit on 2nd hit of 22MK~MK to combo into this attack; 2f blockstring gap between 2nd and 3rd hits of 22MK~MK~MK TC (can catch opponents trying to take back their turn, or use Drive Rush after 3rd hit to bail out safely); special/DR cancel is delayed until after 2nd active frame | | notes = Special cancelable, allowing Drive Rush extensions and safety on block (meterless Lariat will not combo on final cancelable frame); requires counter-hit on 2nd hit of 22MK~MK to combo into this attack; 2f blockstring gap between 2nd and 3rd hits of 22MK~MK~MK TC (can catch opponents trying to take back their turn, or use Drive Rush after 3rd hit to bail out safely); special/DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| superGainBlk = 400x5 (200x5) | | superGainBlk = 400x5 (200x5) | ||
| invuln = 6-13 Air, 1-36 Projectile | | invuln = 6-13 Air, 1-36 Projectile | ||
| jugStart = 1, | | jugStart = 1,10x4 | ||
| jugIncrease = 1, | | jugIncrease = 1,10x4 | ||
| jugLimit = | | jugLimit = 1,3x4 | ||
| notes = First hit can anti-air but cannot hit cross-ups; head hurtbox disappears on frames 1-5 of startup, then further shrinks hurtbox on frames 6-13; can hold left/right to move during animation; 2 hits vs. crouch block or on hit, 5 hits vs. stand block; 1st hit crumples grounded opponents (allows SA3 combo); faster startup makes it more consistent than meterless Lariat in combos; in juggles, can combo into j.360+KK or SA1 if the juggling hits are staggered | | notes = First hit can anti-air but cannot hit cross-ups; head hurtbox disappears on frames 1-5 of startup, then further shrinks hurtbox on frames 6-13; can hold left/right to move during animation; 2 hits vs. crouch block or on hit, 5 hits vs. stand block; 1st hit crumples grounded opponents (allows SA3 combo); faster startup makes it more consistent than meterless Lariat in combos; in juggles, can combo into j.360+KK or SA1 if the juggling hits are staggered | ||
}} | }} | ||
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| invuln = 1-17 Full | | invuln = 1-17 Full | ||
| airborne = 2-30 (FKD) | | airborne = 2-30 (FKD) | ||
| jugLimit = | | jugLimit = 99 | ||
| notes = Can only hit airborne opponents; cannot anti-air cross-ups | | notes = Can only hit airborne opponents; cannot anti-air cross-ups | ||
}} | }} | ||
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| invuln = 1-18 Full, 19-119 Projectile | | invuln = 1-18 Full, 19-119 Projectile | ||
| armor = Break | | armor = Break | ||
| jugStart = | | jugStart = 1 | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1 | | jugLimit = 1,4x9,5 | ||
| notes = Switches sides on hit; can hold forward/back on hit to move in that direction, dealing 100 less damage; holding forward keeps opponent on the same side with 4f worse KD Advantage; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; can hold button for a fully charged launching version; plays out the held version on block or when juggled into; active frame distribution: vacuum 91f, juggle 1(4)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33 | | notes = Switches sides on hit; can hold forward/back on hit to move in that direction, dealing 100 less damage; holding forward keeps opponent on the same side with 4f worse KD Advantage; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; can hold button for a fully charged launching version; plays out the held version on block or when juggled into; active frame distribution: vacuum 91f, juggle 1(4)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33 | ||
}} | }} | ||
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| invuln = 1-18 Full, 19-122 Projectile | | invuln = 1-18 Full, 19-122 Projectile | ||
| armor = Break | | armor = Break | ||
| jugStart = 0 | | jugStart = 0 (1 air) | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1 | | jugLimit = 1,4x9,5 | ||
| notes = Launches opponent into free juggle state on grounded hit, limited juggle state if juggled into; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; 25f recovery on hit, 52f recovery on whiff/block; active frame distribution: vacuum 94f, juggle 3(5)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33 | | notes = Launches opponent into free juggle state on grounded hit, limited juggle state if juggled into; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; 25f recovery on hit, 52f recovery on whiff/block; active frame distribution: vacuum 94f, juggle 3(5)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33 | ||
}} | }} |
Revision as of 06:30, 6 August 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5[HP]
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
j.[HK]
Zangief
zangief_jhk_hold
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j.[HK] Jumping Heavy Kick (hold)
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File:SF6 Zangief jhk hold.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1500 | - | - | H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
32 | 6 | 30 land (oH/oB) 20(12) land (whiff) |
- | 20 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000 | [10000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
32~ Projectile (Body) | - | - | 0 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Wall Bounce +26(+58) | -48(-61) | ||||
Hit Advantage | Block Advantage | ||||
Wall Splat +1(+33) | -30(-43) | ||||
Notes | |||||
Button must be held for 20f; wall splats on hit; wall bounce on PC allows follow-up juggles; KD Advantage depends on height and distance from corner; projectile invulnerable on Zangief's body (not legs) while active until landing; landing recovery on whiff is 20f if fully charged, or 12f if only partially charged; whiff landing recovery is cancelable into attacks (but not movement) starting on 2nd frame; if active frames 2-6 connect right as Zangief lands, he does not bounce away and the landing recovery becomes cancelable into attacks (-1 oB if not canceled) |
Command Normals
3MP
6MK
6HP
6HK
3HK
22MK
j.2HP
j.8HP
Target Combos
5MP~MP
5MP~MP~MP
22MK~MK
22MK~MK~MK
Throws
5LPLK
4LPLK
6LPLK
3LPLK
1LPLK
2LPLK
Drive Moves
HPHK
Zangief
zangief_hphk
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HPHK Double Russian Chop
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Zangief
zangief_6hphk
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6HPHK Reverse Russian Kick (Block)
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Zangief
zangief_6hphk_recovery
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6HPHK Reverse Russian Kick (Recovery)
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Zangief
zangief_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Zangief
zangief_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.327 (min/throw), 1.455 (min/block), 3.040 (max/final DR frame) |
Zangief
zangief_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Double Lariat
PP
PPP
Screw Piledriver
360+LP
360+MP
Zangief
zangief_360mp
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360+MP Screw Piledriver
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File:SF6 Zangief 360mp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2900 (3335) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 54 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 7000 | 4000 (2800) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +28 | - | ||||
Notes | |||||
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.47; middle ground for range and damage |
360+HP
Zangief
zangief_360hp
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360+HP Screw Piledriver
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File:SF6 Zangief 360hp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
3300 (3795) | - | 10% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 54 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 7000 | 4000 (2800) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +28 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +28 | - | ||||
Notes | |||||
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.22; highest damage for meterless SPD but shortest range |
360+PP
Borscht Dynamite
j.360+K
j.360+KK
Russian Suplex
63214K (Close)
63214KK (Close)
Siberian Express
63214K (Mid)
Zangief
zangief_63214k_mid
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63214K (Mid) Siberian Express
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File:SF6 Zangief 63214k mid.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2700 (3105) | - | - | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28 | 2 | 41 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
70 | - | [10000] | 5000 | 4000 (2800) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +29 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +29 | - | ||||
Notes | |||||
Activates when out of Russian Suplex range but within ~1/2 screen; less damage than Suplex but better KD Adv. and no side switch; () refers to Punish Counter damage; Run Speed: 0.086 |
63214KK (Mid)
63214K (Far)
63214KK (Far)
Tundra Storm
22HK
Zangief
zangief_22hk
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22HK Tundra Storm
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File:SF6 Zangief 22kk.pngFile:SF6 Zangief 22kk 2.png File:SF6 Zangief 22kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2400 | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 50 | 24 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
79 | - | 10000 | 15000 | 2000 (1400) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +5 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +5 | - | ||||
Notes | |||||
Counter is active 6-55f; only activates vs. kick attacks that connect with the hitbox between Zangief's arms (can work against normals, specials, and Drive moves); cannot counter low-hitting kicks; on successful counter, the attack uses a throw hitbox, causing it to whiff vs. airborne or throw invincible opponents |
Super Arts
236236K
236236P
236236[P]
720+P
720+P (CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK