input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 400 | 7(4) | 3 | 9 | 18 | +4 | +2 | LH | Chn Sp SA | 13 |
5MP | 700 | 9 | 4 | 17 | 29 | +2 | -2 | LH | TC | 28 |
5HP | 1000 | (6~22)+10 | 3 | 22(24) | 40(42) | +3 | -3 | LH | - | |
5[HP] | 1400 | 32 | 3 | 22(24) | 56(58) | KD +40 | +3 | LH | - | |
5LK | 400 | 7 | 2 | 17 | 25 | -2 | -4 | LH | Sp SA | 13 |
5MK | 900 | 10 | 4 | 19 | 32 | +1 | -4 | LH | - | |
5HK | 1000 | 13 | 4 | 21 | 37 | +3 | +1 | LH | - | |
2LP | 300 | 6(3) | 2 | 8 | 15 | +6 | +1 | LH | Chn Sp SA | 12 |
2MP | 700 | 8 | 3 | 16 | 26 | +3 | -1 | LH | Sp SA | 15 |
2HP | 1000 | 11 | 9 | 35 | 54 | KD +20 | -20 | LH | - | |
2LK | 250 | 4(3) | 3 | 12 | 18 | 0 | -3 | L | Chn | |
2MK | 700 | 9 | 3 | 18 | 29 | +3 | -2 | L | - | |
2HK | 1000 | 12 | 3 | 27 | 41 | HKD +32 | -13 | L | - | |
j.LP | 300 | 5 | 7 | 3 land | - | +11 | +8 | H | - | |
j.MP | 700 | 8 | 5 | 3 land | - | +10(+14) | +7(+11) | H | - | |
j.HP | 800 | 9 | 6 | 3 land | - | +15(+21) | +7(+13) | H | - | |
j.LK | 300 | 5 | 10 | 3 land | - | +2(+11) | -1(+8) | H | - | |
j.MK | 500 | 8 | 8 | 3 land | - | +6(+14) | +3(+11) | H | - | |
j.HK | 800 | 10 | 7 | 3 land | - | +12(+15) | +8(+11) | H | - | |
j.[HK] | 1500 | 32 | 6 | 30 land (oH/oB) 20(12) land (whiff) | - | Wall Splat +1(+33) | -30(-43) | H | - | |
3MP | 800 | 7 | 3 | 21 | 30 | -1 | -3 | LH | Sp SA | 21 |
6MK | 700 | 14 | 7 | 13 | 33 | +1(+7) | -4(+2) | LH | - | |
6HP | 1000 | 14 | 5 | 15(17) | 33(35) | +8 | +4 | LH | Sp SA | 19 |
6HK | 1300 | 22(24) | 7(5) | 25 | 53 | KD +28(+30) | -9(-5) | H | - | |
3HK | 1000 | 16 | 4 | 40 | 59 | KD +21 | -18 | LH | - | |
22MK | 500 | 9 | 3 | 17 | 28 | +4 | -3 | LH | TC | 22 |
j.2HP | 800 | 9 | 9 | 8 land | - | +14(+18) | +10(+14) | H | - | |
j.8HP | 900 | 8 | 4 | 3 land | - | +18(+21) | +13(+16) | H | Sp | |
5MP~MP | 600 | 9 | 4 | 20 | 32 | +2 | -6 | LH | TC | 57~65(22) |
5MP~MP~MP | 900 | 15 | 3 | 32 | 49 | KD +27 | -17 | LH | - | |
22MK~MK | 500 | 9 | 3 | 19 | 30 | -3 | -4 | LH | TC Sp SA | 23 |
22MK~MK~MK | 700 | 10 | 3 | 24 | 36 | -2 | -10 | LH | Sp SA | 50(19) |
Frame Data Tables
Character Data
Zangief | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
11000 | 1.02 | 0.0364 | 0.025 | 22 | 25 | 1.007 | 0.712 | 5+38+3 | 1.725 | 1.406 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -10 | +6 | +4 | +8 | +6 | 16 | 14 | 9 |
5MP | +6 | -19 | +6 | +2 | 23 | 19 | 11 | |||
5HP | KD +32 | -23 | +7 | +1 | 28 | 22 | 13 | |||
5[HP] | HKD +54 | -23 | KD +40 | +7 | 28 | 13 | ||||
5LK | 20% Starter | +2 | -17 | +7 | +5 | +2 | 0 | 17 | 15 | 9 |
5MK | +5 | -21 | +5 | 0 | 24 | 19 | 11 | |||
5HK | KD +51 Spin | -23 | +7 | +5 | 28 | 26 | 13 | |||
2LP | 20% Starter | +10 | -8 | +6 | +1 | +10 | +5 | 16 | 11 | 9 |
2MP | +7 | -17 | +12 | +8 | +7 | +3 | 22 | 18 | 11 | |
2HP | KD +58 | -42 | KD +20 | -16 | 24 | 13 | ||||
2LK | 20% Starter | +4 | -13 | +4 | +1 | 15 | 12 | 9 | ||
2MK | +7 | -19 | +7 | +2 | 23 | 19 | 11 | |||
2HK | HKD +45 | -28 | HKD +32 | -9 | 17 | 14 | ||||
j.LP | +15 | -2 | 15 | 12 | 9 | |||||
j.MP | +14(+18) | -6(-2) | 18 | 15 | 11 | |||||
j.HP | +19(+25) | -8(-2) | 25 | 17 | 13 | |||||
j.LK | +6(+15) | -11(-2) | 15 | 12 | 9 | |||||
j.MK | +10(+18) | -10(-2) | 18 | 15 | 11 | |||||
j.HK | +16(+19) | -5(-2) | 19 | 15 | 13 | |||||
j.[HK] | Wall Bounce +26(+58) | -48(-61) | 20 | 20 | ||||||
3MP | +3 | -22 | +11 | +9 | +3 | +1 | 23 | 21 | 11 | |
6MK | +5(+11) | -18(-12) | +5(+11) | 0(+6) | 21 | 16 | 11 | |||
6HP | 20% Starter; Combo (2 hits) | +12 | -18 | +16 | +12 | +12 | +8 | 28 | 24 | 13 |
6HK | KD +42(44) OTG | -28(-24) | KD +28(+30) | -8(-4) | 21 | 13 | ||||
3HK | KD +60 Tumble (HKD +128 Wallsplat) | -42 | KD +21 | -14 | 26 | 13 | ||||
22MK | +8 | -18 | +8 | +1 | 24 | 17 | 11 | |||
j.2HP | Combo (2 hits) | +18(+22) | -11(-7) | 27 | 23 | 13 | ||||
j.8HP | +22(+25) | -5(-2) | 25 | 20 | 13 | |||||
5MP~MP | +6 | -22 | 26 | 18 | 11 | |||||
5MP~MP~MP | KD +27 | -33 | 18 | 11 | ||||||
22MK~MK | +1 | -20 | +6 | +5 | 19 | 18 | 11 | |||
22MK~MK~MK | +2 | -25 | +14 | +6 | 25 | 17 | 12 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 5000 | [6000] | 2500 | 700 (490) | 350 (175) |
5HP | 6000 | [8000] | 3500 | 1000 (700) | 500 (250) |
5[HP] | 10000 | [13000] | 6000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 6000 | [8000] | 3000 | 900 (630) | 450 (225) |
5HK | 7000 | [11000] | 4000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 6000 | [8000] | 3000 | 800 (560) | 400 (200) |
2HP | 7000 | [11000] | 4000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 5000 | [8000] | 2500 | 700 (490) | 350 (175) |
2HK | 4000 | [10000] | 3500 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.[HK] | 4000 | [10000] | 2000 | 1000 (700) | 500 (250) |
3MP | 5000 | [6000] | 3000 | 700 (490) | 350 (175) |
6MK | 6000 | [6000] | 3000 | 800 (560) | 400 (200) |
6HP | 8000 | [11000] | 4500 | 1000 (700) | 500 (250) |
6HK | 6000 | [11000] | 4000 | 1200 (840) | 600 (300) |
3HK | 8000 | [11000] | 4000 | 1200 (840) | 600 (300) |
22MK | 2500 | [4000] | 1500 | 700 (490) | 350 (175) |
j.2HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.8HP | 4000 | [8000] | 3000 | 1200 (840) | 600 (300) |
5MP~MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
5MP~MP~MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
22MK~MK | 2500 | [4000] | 1500 | 700 (490) | 350 (175) |
22MK~MK~MK | 2500 | [4000] | 1500 | 700 (490) | 350 (175) |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1 | 1 | 0 | |||
5MP | 1 | 1 | 0 | |||
5HP | 4-release (Upper Body) | 1 air | 1 | 0 | ||
5[HP] | 4-34 (Upper Body) | 1 | 1 | 0 | ||
5LK | 1 | 1 | 0 | |||
5MK | 1 | 1 | 0 | |||
5HK | 13-22 Air (Leg) | 1 air / '"`UNIQ--templatestyles-00000000-QINU`"'0 PC ground/air | 1 | 0 | ||
2LP | 1 | 1 | 0 | |||
2MP | 1 | 1 | 0 | |||
2HP | 10-19 Air (Head) | 1 air / '"`UNIQ--templatestyles-00000002-QINU`"'0 PC ground/air | 0 | 0 | ||
2LK | 1 | 1 | 0 | |||
2MK | 1 | 1 | 0 | |||
2HK | 1 | 1 | 5 | |||
j.LP | 1 | 1 | 0 | |||
j.MP | '"`UNIQ--templatestyles-00000003-QINU`"'1 CH/PC air | 1 | 0 | |||
j.HP | 1 air | 0 | 0 | |||
j.LK | 1 | 1 | 0 | |||
j.MK | 1 | 1 | 0 | |||
j.HK | 1 | 0 | 0 | |||
j.[HK] | 32~ Projectile (Body) | 0 | 1 | 1 | ||
3MP | 7-12 Air (Arm) | 1 air | 1 | 0 | ||
6MK | 7-23 Lower Body | 1 | 1 | 0 | ||
6HP | 1 air | 1 | 0 | |||
6HK | 13-28 Lower Body | 1 air / '"`UNIQ--templatestyles-00000004-QINU`"'0 PC ground/air | 1 | 5 | ||
3HK | 5-26 Throw/Lower Body | 1 air / '"`UNIQ--templatestyles-00000005-QINU`"'0 PC ground | 1 | 5 | ||
22MK | 1 | 1 | 0 | |||
j.2HP | 1 | 0 | 0 | |||
j.8HP | 1 air | 0 | 0 | |||
5MP~MP | 1 | 1 | 0 | |||
5MP~MP~MP | 1 | 1 | 0 | |||
22MK~MK | 1 | 1 | 0 | |||
22MK~MK~MK | 1 | 1 | 0 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK with no gap on blockstring; 4f startup when chained into; sets up a true mixup on block between strike and command throw |
5MP | Great poke due to its range and hitbox; TC follow-up is extremely lenient, but only works after counter-hit, Punish Counter, or Drive Rush; can perform TC follow-up on whiff; 6f blockstring gap when canceling to 5MP~MP |
5HP | Button can be held up to 22f for armored partial charge (armor loses to hitboxes that connect on Zangief's lower body); 10f startup after button release (total startup 16-32f); 2 extra recovery frames on whiff; counter-hit also gives KD +32; puts airborne opponents into limited juggle state |
5[HP] | 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 | Very long range for a light normal (slightly longer than 5MP) |
5MK | Strong poke due to its range and hitbox priority |
5HK | Cannot hit crouching opponents; puts airborne opponents into limited juggle state; Punish Counter puts grounded/airborne opponents into free juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; good anti-air but slow to startup |
2LP | Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Useful in combos due to its cancelability, especially into SA2; decent hitbox priority in neutral; topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Active frames 4-8 cannot hit grounded opponents, but can anti-air cross-ups; useful anti-air with slow startup; puts airborne opponents into limited juggle state; Punish Counter puts grounded/airborne opponents into free juggle state, followed by OTG bounce which can be followed up with Drive Rush buttons midscreen or an auto-timed 3MP in the corner |
2LK | Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; Zangief's only 4f normal |
2MK | Long-range low poke with incredible hitbox priority; can confirm into 3MP after a Drive Rush starter |
2HK | 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 |
j.LP | Decent air-to-air |
j.MP | Puts airborne opponents into limited juggle state on counter-hit/Punish Counter |
j.HP | Causes spike knockdown vs. airborne opponents |
j.LK | Cross-up; can be used as a fuzzy instant overhead |
j.MK | Good jump-in with long horizontal and vertical reach; can be used as a fuzzy instant overhead vs. JP/Marisa/Zangief only (requires deep j.2HP or opponent in Burnout for true blockstring) |
j.HK | Can be held for a powered up version (holding less than 20f gives a regular j.HK with delayed timing); long horizontal range |
j.[HK] | 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) |
3MP | 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); special/DR cancel is delayed until after active frames |
6MK | Better advantage if well-spaced; final active frame has more range, making it easier to space at max distance for best frame advantage; low crushes during lower body invuln frames 7-23, but not airborne; extends a wide hurtbox from frame 2 onward making it susceptible to counterpokes |
6HP | 2 extra recovery frames on whiff; great oki tool due to frame advantage, cancelability, and high active frame count; puts airborne opponents into limited juggle state spike knockdown; special/DR cancel is delayed until after 3rd active frame |
6HK | 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 whiff on crouching opponents unless they extend a vertical hurtbox, 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 |
3HK | 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) |
22MK | Can perform TC follow-ups on whiff; does not hit low despite the animation; 2f blockstring gap between 22MK~MK TC hits |
j.2HP | Cross-up; can be done from any jump direction; spike knockdown on counter-hit/Punish Counter vs. airborne opponents; more recovery on landing than other air normals (always punishable when Perfect Parried even at latest timing) |
j.8HP | Combos to j.360+KK when canceled; puts airborne opponents into limited juggle state; short range but good air-to-air hitbox |
5MP~MP | 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; 6f blockstring gap between 5MP~MP hits |
5MP~MP~MP | Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC; puts airborne opponents into limited juggle state |
22MK~MK | 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 |
22MK~MK~MK | 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 |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
5LPLK | 1200,600 (2040,600) | 5 | 3 | 23 | 30 | KD +22(+0) | - | T |
4LPLK | 1400 (2380) | 5 | 3 | 23 | 30 | KD +8 | - | T |
6LPLK | 1500 (2550) | 5 | 3 | 23 | 30 | KD +10 | - | T |
3LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +33 | - | T |
1LPLK | 1500 (2550) | 5 | 3 | 23 | 30 | KD +9 | - | T |
2LPLK | 1500 (2550) | 5 | 3 | 23 | 30 | KD +14 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
5LPLK | 20% Immediate | HKD +22(+0) | ||||
4LPLK | 20% Immediate | HKD +8 | ||||
6LPLK | 20% Immediate | HKD +10 | ||||
3LPLK | 20% Immediate | HKD +33 | ||||
1LPLK | 20% Immediate | HKD +9 | ||||
2LPLK | 20% Immediate | HKD +14 | ||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
5LPLK | [10000] | 1500,500 | 1800,200(1260,140) [3800,200(2660,140)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
6LPLK | [10000] | 2000 | 3000(2100) [6000(4200)] | |
3LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
1LPLK | [10000] | 2000 | 3000(2100) [6000(4200)] | |
2LPLK | [10000] | 2000 | 3000(2100) [6000(4200)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|
input | Invuln | Armor | Juggle Start | Juggle Increase | Juggle Limit |
5LPLK | |||||
4LPLK | |||||
6LPLK | |||||
3LPLK | |||||
1LPLK | |||||
2LPLK | |||||
HPHK | 1-27 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | ||||
MPMK~66 | |||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
5LPLK | () refers to follow-up attack used by holding Throw buttons; by omitting the follow-up attack, Zangief can manually time a corner throw loop |
4LPLK | Switches sides; after back throwing opponent into the corner, can mix between SPD and ranged strike |
6LPLK | High damage, but poor oki |
3LPLK | Gives access to corner throw loop, but less damaging throw overall; can whiff 22MK to move forward with +5 KD advantage while still being able to walk back for shimmy; can still give decent oki even midscreen (but no throw loop without Drive Rush) |
1LPLK | Switches sides; recovers too far away for any follow-up oki |
2LPLK | Switches sides; no follow-up throw oki after putting opponent into corner, but can connect with meaty strike |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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 | 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) |
MPMK or 66 | 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 |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
PP | 1400 | 15 | 2(3)2(4)2(8)2(6)2 | 27 | 72 | KD +27(+56) | -12(-41) | LH | SA3 | 18 |
PPP | 700,1000 (1700) | 12 | 2(2)2(3)2(6)2(4)2 | 26 | 62 | KD +38(+57) | -11(-30) | LH | SA2 SA3 (1st) | 18 |
360+LP | 2500 (2875) | 5 | 3 | 54 | 61 | HKD +30 | - | T | - | |
360+MP | 2900 (3335) | 5 | 3 | 54 | 61 | HKD +28 | - | T | - | |
360+HP | 3300 (3795) | 5 | 3 | 54 | 61 | HKD +28 | - | T | - | |
360+PP | 3400 (3910) | 5 | 3 | 54 | 61 | HKD +28 | - | T | - | |
j.360+K | 2900 (3260) | 4 | 3 | 21(36)+16 land | - | HKD +19 | - | T | - | |
j.360+KK | 3000 (3375) | 4 | 3 | 21(36)+16 land | - | HKD +19 | - | T | - | |
63214K (Close) | 2900 (3335) | 10 | 2 | 50 | 61 | HKD +26 | - | T | - | |
63214KK (Close) | 3200 (3680) | 10 | 2 | 50 | 61 | HKD +27 | - | T | - | |
63214K (Mid) | 2700 (3105) | 28 | 2 | 41 | 70 | HKD +29 | - | T | - | |
63214KK (Mid) | 3000 (3450) | 23 | 2 | 44 | 68 | HKD +29 | - | T | - | |
63214K (Far) | 2700 (3105) | 55(81) | 2 | 40 | 96(123) | HKD +29 | - | T | - | |
63214KK (Far) | 3000 (3450) | 54(81) | 2 | 40 | 95(123) | HKD +29 | - | T | - | |
22HK | 2400 | 6 | 50 | 24 | 79 | HKD +5 | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
PP | 350x4 | KD +27(+56) | -27(-56) | 17(46 total) | 15x4 | |
PPP | 175,250x4 (425/1175) | KD +38(+57) | -25(-49) | 21(40 total) | 15x5 | |
360+LP | 10% Immediate | HKD +30 | ||||
360+MP | 10% Immediate | HKD +28 | ||||
360+HP | 10% Immediate | HKD +28 | ||||
360+PP | HKD +28 | |||||
j.360+K | 20% Immediate | HKD +19 | ||||
j.360+KK | 10% Immediate | HKD +19 | ||||
63214K (Close) | 10% Immediate | HKD +26 | ||||
63214KK (Close) | HKD +27 | |||||
63214K (Mid) | HKD +29 | |||||
63214KK (Mid) | HKD +29 | |||||
63214K (Far) | HKD +29 | |||||
63214KK (Far) | HKD +29 | |||||
22HK | HKD +5 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
PP | 4000x4 | [5000] | 4000 (4000x4) | 1600 (1120) | 800x4 (400x4) |
PPP | 4000x5 | [5000] | -20000 | 800,800 (560,560) | 400x5 (200x5) |
360+LP | [10000] | 7000 | 4000 (2800) | ||
360+MP | [10000] | 7000 | 4000 (2800) | ||
360+HP | [10000] | 7000 | 4000 (2800) | ||
360+PP | [10000] | -20000 | 4000 (2800) | ||
j.360+K | [10000] | 5000 | 4000 (2800) | ||
j.360+KK | [10000] | -20000 | 4000 (2800) | ||
63214K (Close) | [10000] | 3250,3750 (7000) | 2000,3000 (1400,2100) | ||
63214KK (Close) | [10000] | -20000 | 2500,4000 (1750,2800) | ||
63214K (Mid) | [10000] | 5000 | 4000 (2800) | ||
63214KK (Mid) | [10000] | -20000 | 4000 (2800) | ||
63214K (Far) | [10000] | 5000 | 4000 (2800) | ||
63214KK (Far) | [10000] | -20000 | 4000 (2800) | ||
22HK | 10000 | 15000 | 2000 (1400) |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
PP | 6-16 Air, 6-45 Projectile | 10x3,0 | 10x3,0 | 1 | ||
PPP | 6-13 Air, 1-36 Projectile | 1,10x4 | 1,10x4 | 1,3x4 | ||
360+LP | ||||||
360+MP | ||||||
360+HP | ||||||
360+PP | ||||||
j.360+K | Until Land (FKD) | 0 (1 from j.8HP) | ||||
j.360+KK | Until Land (FKD) | 99 | ||||
63214K (Close) | ||||||
63214KK (Close) | ||||||
63214K (Mid) | ||||||
63214KK (Mid) | ||||||
63214K (Far) | 11~ | |||||
63214KK (Far) | 3~ (2-hit) | |||||
22HK |
input | Notes |
---|---|
input | Notes |
PP | 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; final hit puts opponent into free juggle state (useful combo starter after stun) |
PPP | 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 |
360+LP | Can be input up to 6th jump frame; () refers to Punish Counter damage; longest range SPD but least damage |
360+MP | Can be input up to 6th jump frame; () refers to Punish Counter damage; middle ground for range and damage |
360+HP | Can be input up to 6th jump frame; () refers to Punish Counter damage; highest damage for meterless SPD but shortest range |
360+PP | Can be input up to 6th jump frame; () refers to Punish Counter damage; highest damage SPD, slightly less range than LP version |
j.360+K | Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; () refers to Punish Counter damage; Zangief is in a crouching state during landing recovery; juggle-only hitbox expands to match the OD version in combos |
j.360+KK | 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; Zangief is in a crouching state during landing recovery |
63214K (Close) | Only activates from close proximity; switches sides on hit; () refers to Punish Counter damage |
63214KK (Close) | Only activates from close proximity; switches sides on hit; () refers to Punish Counter damage |
63214K (Mid) | 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) | 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 |
63214K (Far) | 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; immediately transitions to grab animation after absorbing a strike; Run Speed: 0.094 (31-37f) / 0.090 (38f~) / 0.099 (close proximity) |
63214KK (Far) | 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; immediately transitions to grab animation after absorbing a strike; Run Speed: 0.045 (28-30f) / 0.094 (31-37f) / 0.090 (38f~) / 0.099 (close proximity or after absorbing strike) |
22HK | 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 |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 3500 | 11 | 7 | 13+47 land | 77 | HKD +29 | - | T |
236236P | 3160(3060) | 18 | 102 | 52 | 171 | HKD +5(+1) | -35 | LH |
236236[P] | 0,60x9,560 (1100) | 18 | 105 | 25(52) | 172 | KD +87 Launch | -35 | LH |
720+P | 4800 | 6+0 | 2 | 116 | 123 | HKD +26 | - | T |
720+P | 5300 | 6+0 | 2 | 116 | 123 | HKD +26 | - | T |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 30% Minimum; 20% Immediate | HKD +29 | ||||
236236P | 50x9,300 (750) | 40% Minimum | HKD +5(+1) | -53 | 119 total | 0,4x9,15 |
236236[P] | 50x9,300 (750) | 40% Minimum | KD +87 Launch | -53 | 122 total | 0,4x9,15 |
720+P | 50% Minimum; 10% Immediate | HKD +26 | ||||
720+P | 50% Minimum; 10% Immediate | HKD +26 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 5000 | -10000 | ||
236236P | 5000 (180,480x9,500) | 10000 | -20000 | -20000 |
236236[P] | 5000 (180,480x9,500) | 10000 | -20000 | -20000 |
720+P | 15000 | -30000 | ||
720+P | 20000 | -30000 |
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-17 Full | 2-30 (FKD) | 99 | |||
236236P | 1-18 Full, 19-119 Projectile | Break | 1 | 1,1 | 1,4x9,5 | |
236236[P] | 1-18 Full, 19-122 Projectile | Break | 0 (1 air) | 1,1 | 1,4x9,5 | |
720+P | 1-7 Full | |||||
720+P | 1-7 Full |
input | Notes |
---|---|
input | Notes |
236236K | Can only hit airborne opponents; cannot anti-air cross-ups |
236236P | 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 |
236236[P] | 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 |
720+P | Command grab Super; opponent cannot jump after the freeze; can only be comboed into with OD Lariat (1st hit), Punish Counter 3HK wall splat, or grounded crumple state; cinematic time regenerates ~2.2 Drive bars for Zangief; Range: 1.56 (2nd active frame, jumpable: 1.60) |
720+P | Command grab Super; opponent cannot jump after the freeze; can only be comboed into with OD Lariat (1st hit), Punish Counter 3HK wall splat, or grounded crumple state; available at 25% HP or below; cinematic time regenerates ~2.7 Drive bars for Zangief; Range: 1.61 (2nd active frame, jumpable: 1.65) |