Street Fighter 6/Zangief: Difference between revisions

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{{AttackDataCargo-SF6/Query|zangief_6mk}}
{{AttackDataCargo-SF6/Query|zangief_6mk}}
* If this hits at max range, it is +8.
* If this hits at max range, it is +8, allowing for combos.
* At medium range, it is still between +2 - +5
* At medium range, it is still between +2 - +5
* Bad recovery.
* Bad recovery.

Revision as of 16:38, 6 June 2023


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

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 5LP/2LP/2LK

5MP
Standing Medium Punch
5MP
SF6 Zangief 5mp.png

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.

5HP
Standing Heavy Punch
5HP
SF6 Zangief 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
(6~22)+10 3 22(24) - 1000 LH +3 -3

5LK
Standing Light Kick
5LK
SF6 Zangief 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 17 Sp SA 400 LH -2 -4

5MK
Standing Medium Kick
5MK
SF6 Zangief 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19 - 900 LH +1 -4

5HK
Standing Heavy Kick
5HK
SF6 Zangief 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 - 1000 LH +3 +1

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Zangief 2lp.png

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 5LP/2LP/2LK

2MP
Crouching Medium Punch
2MP
SF6 Zangief 2mp.png

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.

2HP
Crouching Heavy Punch
2HP
SF6 Zangief 2hp.png

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.

2LK
Crouching Light Kick
2LK
SF6 Zangief 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4(3) 3 12 Chn 250 L 0 -3
  • Self cancellable and chains into 5LP/2LP/2LK.
  • Fastest grounded normal.
  • Bad on block.

2MK
Crouching Medium Kick
2MK
SF6 Zangief 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 18 - 700 L +3 -2
  • Strong frame-trap after blocked lights.
  • Very vulnerable to DI and parry.

2HK
Crouching Heavy Kick
2HK
SF6 Zangief 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 27 - 1000 L HKD +32 -13
  • Incredible range.
  • Good damage.
  • Very vulnerable to DI and parry.

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Zangief jlp.png

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

j.MP
Jumping Medium Punch
j.MP
SF6 Zangief jmp.png

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)
  • Puts airborne opponents into a limited juggle state on Counter Hit / Punish Counter

j.HP
Jumping Heavy Punch
j.HP
SF6 Zangief jhp.png

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.

j.LK
Jumping Light Kick
j.LK
SF6 Zangief jlk.png

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)

j.MK
Jumping Medium Kick
j.MK
SF6 Zangief jmk.png

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)

j.HK
Jumping Heavy Kick
j.HK
SF6 Zangief jhk.png

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, worth using often.

Command Normals

3MP
Hellstab
3MP
SF6 Zangief 3mp.png

3MP
Hellstab
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 21 Sp SA 800 LH -1 -3
  • It forces stand. Meaning you can always combo into lariat next.
  • Lauches the opponent into the air when hitting an airbourne opponent. It can be cancelled into sa1.

6MK
Knee Hammer
6MK
SF6 Zangief 6mk.png

6MK
Knee Hammer
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 7 13 - 700 LH +1(+7) -3(+3)
  • If this hits at max range, it is +8, allowing for combos.
  • At medium range, it is still between +2 - +5
  • Bad recovery.

6HP
Headbutt
6HP
SF6 Zangief 6hp.png

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

6HK
Cyclone Wheel Kick
6HK
SF6 Zangief 6hk.png

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)

3HK
Smetana Dropkick
3HK
SF6 Zangief 3hk.png

3HK
Smetana Dropkick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 40 - 1000 LH KD +21 -18

22MK
Power Stomp
22MK
SF6 Zangief 22mk.png

22MK
Power Stomp 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 TC 500 LH +4 -3

j.2HP
Flying Body Press
j.2HP
SF6 Zangief j2hp.png

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)

j.8HP
Flying Headbutt
j.8HP
SF6 Zangief j8hp.png

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)


Target Combos

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

SF6 Zangief 5mp mp mp.png

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.
  • Works fine as a frame trap starter for SPD and 720, both normally and DR.
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

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

SF6 Zangief 22mk mk mk.png

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.
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

Throws

Neutral Throw (5LPLK)
Neutral Throw
5LPLK
SF6 Zangief 5lplk.png

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)
  • Punish Counter:

Forward Throw (6LPLK)
Forward Throw
6LPLK
SF6 Zangief 6lplk.png

6LPLK
German Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1500 (2550) T KD +10 -
  • Punish Counter:

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Zangief 4lplk.png

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:

Neutral Crouch Throw (2LPLK)
Neutral Crouch Throw
2LPLK
SF6 Zangief 2lplk.png

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:

Forward Crouch Throw (3LPLK)
Forward Crouch Throw
3LPLK
SF6 Zangief 3lplk.png

3LPLK
Spinebuster
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +33 -
  • Punish Counter:

Back Crouch Throw (1LPLK)
Back Crouch Throw
1LPLK
SF6 Zangief 1lplk.png

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:


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Zangief hphk.png

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: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Zangief 6hphk.png

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

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

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

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
  • 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.
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
  • 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.

Screw Piledriver (360+P)
Screw Piledriver
360+P
SF6 Zangief 360lp.png

SF6 Zangief 360pp.png

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 -

Borscht Dynamite (j.360+K)
Borscht Dynamite
j.360+K
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

SF6 Zangief j360kk.png

                  No results

No results No results

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 -

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

SF6 Zangief 63214kk close.png

63214K (Close)
Russian Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 50 - 2900 (3335) T HKD +26 -
63214KK (Close)
Russian Suplex
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2 50 - 3200 (3680) T HKD +27 -

Siberian Express (63214K Far)
Siberian Express
63214K (Far)
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

SF6 Zangief 63214kk far.png

                  No results

No results No results

63214KK (Far)
Siberian Express
Startup Active Recovery Cancel Damage Guard On Hit On Block
54(81) 2 40 - 3000 (3450) T HKD +29 -

Tundra Storm (22HK)
Tundra Storm
22HK
SF6 Zangief 22kk.png

22HK
Tundra Storm
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 50 24 - 2400 - HKD +5 -

Super Arts

Level 1 Super (236236K)
Aerial Russian Slam
Level 1 Super Art
236236K
SF6 Zangief 236236k.png
"I AM THE PROTECTOR OF RUSSIAN SKIES!"

236236K
Aerial Russian Slam
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 7 13+47 land - 3500 T HKD +29 -

Level 2 Super (236236P)
Cyclone Lariat
Level 2 Super Art
236236P (HOLD OK)
SF6 Zangief 236236p.png

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

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

Level 3 Super (720+P)
Bolshoi Storm Buster
Level 3 Super Art
720+P
SF6 Zangief 720+p.png

SF6 Zangief 720+p(ca).png
CA version grants 500 extra damage

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 -

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Zangief 5pppkkk.png
"My beautiful body is built better!"

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!"

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!"

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!"

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



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