< Street Fighter 6 | Zangief
(Created page with "{{TOClimit|3}} {{Character Subnav SF6 | chara=Zangief }} == Neutral == TO-DO == Offense == === Frame Traps === '''Light Chains''' - === Okizeme and Mixups === TO-DO '''Knockdown Advantage:''' all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated {| class="wikitable" ! Knockdown !! KD Adv. !! Oki/Notes |- | '''Forward Throw''' || +? || ? |- | '''Back Throw''' || +? || ? |- | '''2HK''' || HKD +?<br>HKD +? (Punish) ||...") |
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=== Drive Rush === | === Drive Rush === | ||
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing | When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. | ||
{| class="wikitable" | |||
|- | |||
! Gap Value !! Meaning | |||
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| {{SF6-Gap|N|0}} || '''True Blockstring''' (no gap) if input with fastest button timing; can still lose to [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] | |||
|- | |||
| {{SF6-Gap|S|1 to 4}} || Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack | |||
|- | |||
| {{SF6-Gap|L|5+}} || Large blockstring gap; opponent can interrupt without an invincible attack | |||
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! colspan="2" | <div class="mw-collapsible mw-collapsed" data-expandtext="Absolute Guard - Video Explanation" data-collapsetext="Click to Hide Video"><div style="width:100%; padding-top:2em;">{{#ev:youtube|https://www.youtube.com/watch?v=Fbb-iXHqFw4||center}}</div></div> | |||
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{| class="wikitable" | |||
|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps | |||
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! !! 5LP !! 5MP !! 5HP !! 5LK !! 5MK !! 5HK !! 2LP !! 2MP !! 2HP !! 2LK !! 2MK !! 2HK | |||
|- style="text-align: center | |||
! 5LP~DR | |||
| {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} || {{SF6-Gap|L|?}} | |||
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The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit. | The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| 5LP || style="text-align: center;" | {{sf6-adv|VP|+?}} || ? | | 5LP || style="text-align: center;" | {{sf6-adv|VP|+?}} || ? | ||
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|} | |} | ||
<br> | |||
== Defense == | == Defense == |
Revision as of 08:22, 5 June 2023
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Zangief