< Street Fighter 6 | Zangief
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Armor loses to hitboxes that connect on Zangief's lower body; button must be held 23f for full charge; 2 extra recovery frames on whiff; | | notes = Armor loses to hitboxes that connect on Zangief's lower body; button must be held 23f for full charge; 2 extra recovery frames on whiff; Counter-hit gives HKD +40; Punish Counter causes opponent to slide far along the ground | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Very long range for a light normal | | notes = Very long range for a light normal (slightly longer than 5MP) | ||
}} | }} | ||
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| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
| invuln = 13-22 Air (Leg) | |||
| jugStart = 0 PC / 1 air | | jugStart = 0 PC / 1 air | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Cannot hit crouching opponents; Punish Counter puts opponents into free juggle state; puts airborne opponents into limited juggle state; | | notes = Cannot hit crouching opponents; Punish Counter puts opponents into free juggle state; puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; good anti-air but slow to startup | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = | ||
| notes = Long-range sweep; counter-hit is also HKD +45; has some natural juggle potential without Drive Rush (no | | 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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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Button must be held for 20f; wall splats on hit; wall bounce on PC allows followup 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; | | notes = Button must be held for 20f; wall splats on hit; wall bounce on PC allows followup 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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| superGainHit = 500 (350) | | superGainHit = 500 (350) | ||
| superGainBlk = 250 (125) | | superGainBlk = 250 (125) | ||
| invuln = 7-12 Air (Arm) | |||
| jugStart = 1 air | | jugStart = 1 air | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand; puts airborne opponents into limited juggle state; lenient cancel window (final cancelable frame will not combo to meterless Lariat); arm | | notes = Forces stand; puts airborne opponents into limited juggle state; lenient cancel window (final cancelable frame will not combo to meterless Lariat); the arm anti-air invincibility is not very useful due to Zangief's large head hurtbox (will only work against long range jumps with extended hurtbox) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = | | jugLimit = | ||
| notes = Long range overhead with high pushback; 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 (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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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Can perform TC followups on whiff | | notes = Can perform TC followups on whiff; does not hit low despite the animation | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Can combo from 5MP on counter-hit, Punish Counter, or Drive Rush with lenient confirm timing; combos into a third MP with no | | notes = Can combo from 5MP on counter-hit, Punish Counter, or Drive Rush with lenient confirm timing; combos into a third MP with no counter-hit required; can perform TC on whiff; 2nd hit may whiff if 5MP connects from too far away | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Special cancelable, allowing Drive Rush extensions and safety on block (meterless Lariat will not combo on final cancelable frame); requires counter-hit on 22MK~MK to combo into this attack | | 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 | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| notes = High damage | | notes = High damage, but poor oki | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| notes = Gives access to corner throw loop, but less damaging throw overall | | notes = Gives access to corner throw loop, but less damaging throw overall; can whiff 2MK to set up a +4 KD situation for easy timing; can still give decent oki even midscreen (but no throw loop) | ||
}} | }} | ||
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| superGainHit = 1150 (805) | | superGainHit = 1150 (805) | ||
| superGainBlk = 575x4 (287x4) | | superGainBlk = 575x4 (287x4) | ||
| invuln = | | invuln = 6-16 Air, 6-45 Projectile | ||
| jugStart = 10 | | jugStart = 10 | ||
| jugIncrease = 10 | | jugIncrease = 10 | ||
| jugLimit = | | jugLimit = | ||
| notes = | | 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 6-16; all hits (except 1st) whiff vs. crouch (only connects once on hit); can hold left/right to move during animation; cancel into SA3 is only useful vs. armor | ||
}} | }} | ||
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| superGainHit = 650,500 (455,350) | | superGainHit = 650,500 (455,350) | ||
| superGainBlk = 325,250x4 (162,125x4) | | superGainBlk = 325,250x4 (162,125x4) | ||
| invuln = | | invuln = 6-13 Air, 1-36 Projectile | ||
| jugStart = 1,10 | | jugStart = 1,10 | ||
| jugIncrease = 1,10 | | jugIncrease = 1,10 | ||
| jugLimit = | | jugLimit = | ||
| notes = | | 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 can combo into SA2; 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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| superGainHit = 3300 (2310) | | superGainHit = 3300 (2310) | ||
| airborne = Until Land (FKD) | | airborne = Until Land (FKD) | ||
| notes = Can be performed on first airborne jump frame; grabs airborne opponents only; () refers to Punish Counter damage; Range: 1.46; Zangief is in a crouching state during landing recovery | | notes = Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; () refers to Punish Counter damage; Range: 1.46; Zangief is in a crouching state during landing recovery | ||
}} | }} | ||
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| airborne = Until Land (FKD) | | airborne = Until Land (FKD) | ||
| jugLimit = | | jugLimit = | ||
| notes = Can be performed on first airborne jump frame; grabs airborne opponents only; can be juggled into; () refers to Punish Counter damage; Range: 1.64; Zangief is in a crouching state during landing recovery | | notes = Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; can be juggled into; () refers to Punish Counter damage; Range: 1.64; Zangief is in a crouching state during landing recovery | ||
}} | }} | ||
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| driveGain = 5000 | | driveGain = 5000 | ||
| superGainHit = 3300 (2310) | | superGainHit = 3300 (2310) | ||
| armor = 11 | | armor = 11~ | ||
| notes = Activates from beyond ~1/2 screen; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage | | notes = Activates from beyond ~1/2 screen; armor lasts until throw becomes active; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage | ||
}} | }} | ||
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| driveGain = -20000 | | driveGain = -20000 | ||
| superGainHit = 3300 (2310) | | superGainHit = 3300 (2310) | ||
| armor = 3 | | armor = 3~ (2-hit) | ||
| notes = Activates from beyond ~1/2 screen; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage | | notes = Activates from beyond ~1/2 screen; 2-hit armor lasts until throw becomes active; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage | ||
}} | }} | ||
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| driveGain = 15000 | | driveGain = 15000 | ||
| superGainHit = 2000 (1400) | | superGainHit = 2000 (1400) | ||
| notes = Counter is active 6-55f; only activates vs. | | 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 | ||
}} | }} | ||
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| perfParryAdv = {{sf6-adv|VM|-53}} | | perfParryAdv = {{sf6-adv|VM|-53}} | ||
| blockstun = 119 total | | blockstun = 119 total | ||
| hitstop = | | hitstop = 0,4x9,15 | ||
| driveDmgBlk = 5000 (180,480x9,500) | | driveDmgBlk = 5000 (180,480x9,500) | ||
| driveDmgHit = 10000 | | driveDmgHit = 10000 | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| 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; 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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| perfParryAdv = {{sf6-adv|VM|-53}} | | perfParryAdv = {{sf6-adv|VM|-53}} | ||
| blockstun = 122 total | | blockstun = 122 total | ||
| hitstop = | | hitstop = 0,4x9,15 | ||
| driveDmgBlk = 5000 (180,480x9,500) | | driveDmgBlk = 5000 (180,480x9,500) | ||
| driveDmgHit = 10000 | | driveDmgHit = 10000 | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| 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; 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 | ||
}} | }} | ||
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| superGainHit = -30000 | | superGainHit = -30000 | ||
| invuln = 1-7 Full | | invuln = 1-7 Full | ||
| notes = Command grab Super; opponent cannot jump after the freeze; cannot be comboed into except for grounded crumple states; cinematic time regenerates ~2.2 Drive bars for Zangief | | notes = Command grab Super; opponent cannot jump after the freeze; cannot be comboed into except for grounded crumple states or PC 3HK wall splat; cinematic time regenerates ~2.2 Drive bars for Zangief | ||
}} | }} | ||
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| superGainHit = -30000 | | superGainHit = -30000 | ||
| invuln = 1-7 Full | | invuln = 1-7 Full | ||
| notes = Command grab Super; opponent cannot jump after the freeze; cannot be comboed into except for grounded crumple states; available at 25% HP or below; cinematic time regenerates ~2.7 Drive bars for Zangief | | notes = Command grab Super; opponent cannot jump after the freeze; cannot be comboed into except for grounded crumple states or PC 3HK wall splat; available at 25% HP or below; cinematic time regenerates ~2.7 Drive bars for Zangief | ||
}} | }} | ||
Revision as of 10:31, 14 November 2023
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5[HP]
Zangief
zangief_5hp_hold
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5[HP] Standing Heavy Punch (hold)
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File:SF6 Zangief 5hp hold.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400 | - | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
32 | 3 | 22(24) | - | 28 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56(58) | 8000 | [12000] | 5000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 4-34 (Upper Body) | - | 1 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
KD +40 | +7 | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +54 | -23 | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | +3 | ||||
Notes | |||||
Armor loses to hitboxes that connect on Zangief's lower body; button must be held 23f for full charge; 2 extra recovery frames on whiff; Counter-hit gives HKD +40; Punish Counter causes opponent to slide far along the ground |
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 | ||
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 followup 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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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | 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
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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) | - | 21 | 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 | -8 | ||||
Notes | |||||
5f extra recovery on hit; see Drive Reversal. |
MPMK
Zangief
zangief_mpmk
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MPMK Drive Parry
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
37(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. |
66
Zangief
zangief_66
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66 Drive Rush
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | -10000(-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. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.327 (min/throw), 1.455 (min/block), 3.040 (max/final DR frame) |
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] | 5000 | 3300 (2310) | - |
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] | 5000 | 3300 (2310) | - |
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 | 3300 (2310) | - |
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 |
63214KK (Mid)
Zangief
zangief_63214kk_mid
|
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---|---|---|---|---|---|
63214KK (Mid) Siberian Express
|
|||||
File:SF6 Zangief 63214kk mid.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
3000 (3450) | - | - | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23 | 2 | 44 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
68 | - | [10000] | -20000 | 3300 (2310) | - |
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 |
63214K (Far)
63214KK (Far)
Tundra Storm
22HK
Super Arts
236236K
236236P
236236[P]
720+P
720+P(CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
2PPPKKK