User:Spabobin/sandbox3

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Revision as of 06:22, 12 November 2023 by Spabobin (talk | contribs)


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
SF6 Zangief Portrait.png 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 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)

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


name input damage guard cancel startup active recovery hitAdv blockAdv
name input damage guard cancel startup active recovery hitAdv blockAdv
Double Lariat PP 1400 LH SA3 15 2(3)2(4)2(8)2(6)2 27 KD +27(+56) -12(-41)
Double Lariat PPP 700,1000 (1700) LH SA2 SA3 (1st) 12 2(2)2(3)2(6)2(4)2 26 KD +38(+57) -11(-30)
Screw Piledriver 360+LP 2500 (2875) T - 5 3 54 HKD +30 -
Screw Piledriver 360+MP 2900 (3335) T - 5 3 54 HKD +28 -
Screw Piledriver 360+HP 3300 (3795) T - 5 3 54 HKD +28 -
Screw Piledriver 360+PP 3400 (3910) T - 5 3 54 HKD +28 -
Borscht Dynamite j.360+K 2900 (3260) T - 4 3 21(36)+16 land HKD +19 -
Borscht Dynamite j.360+KK 3000 (3375) T - 4 3 21(36)+16 land HKD +19 -
Russian Suplex 63214K (Close) 2900 (3335) T - 10 2 50 HKD +26 -
Russian Suplex 63214KK (Close) 3200 (3680) T - 10 2 50 HKD +27 -
Siberian Express 63214K (Mid) 2700 (3105) T - 28 2 41 HKD +29 -
Siberian Express 63214KK (Mid) 3000 (3450) T - 23 2 44 HKD +29 -
Siberian Express 63214K (Far) 2700 (3105) T - 55(81) 2 40 HKD +29 -
Siberian Express 63214KK (Far) 3000 (3450) T - 54(81) 2 40 HKD +29 -
Tundra Storm 22HK 2400 - - 6 50 24 HKD +5 -

input damage chip driveDmgBlk guard cancel startup active recovery hitAdv blockAdv
input damage chip driveDmgBlk guard cancel startup active recovery hitAdv blockAdv
PP 1400 350x4 4000x4 LH SA3 15 2(3)2(4)2(8)2(6)2 27 KD +27(+56) -12(-41)
PPP 700,1000 (1700) 175,250x4 (425/1175) 4000x5 LH SA2 SA3 (1st) 12 2(2)2(3)2(6)2(4)2 26 KD +38(+57) -11(-30)
360+LP 2500 (2875) T - 5 3 54 HKD +30 -
360+MP 2900 (3335) T - 5 3 54 HKD +28 -
360+HP 3300 (3795) T - 5 3 54 HKD +28 -
360+PP 3400 (3910) T - 5 3 54 HKD +28 -
j.360+K 2900 (3260) T - 4 3 21(36)+16 land HKD +19 -
j.360+KK 3000 (3375) T - 4 3 21(36)+16 land HKD +19 -
63214K (Close) 2900 (3335) T - 10 2 50 HKD +26 -
63214KK (Close) 3200 (3680) T - 10 2 50 HKD +27 -
63214K (Mid) 2700 (3105) T - 28 2 41 HKD +29 -
63214KK (Mid) 3000 (3450) T - 23 2 44 HKD +29 -
63214K (Far) 2700 (3105) T - 55(81) 2 40 HKD +29 -
63214KK (Far) 3000 (3450) T - 54(81) 2 40 HKD +29 -
22HK 2400 - - 6 50 24 HKD +5 -

Supers


name input damage guard cancel startup active recovery hitAdv blockAdv
name input damage guard cancel startup active recovery hitAdv blockAdv
Aerial Russian Slam 236236K 3500 T - 11 7 13+47 land HKD +29 -
Cyclone Lariat 236236P 3160(3060) LH - 18 102 52 HKD +5(+1) -35
Cyclone Lariat (hold P) 236236[P] 0,60x9,560 (1100) LH - 18 105 25(52) KD +87 Launch -35
Bolshoi Storm Buster 720+P 4800 T - 6+0 2 116 HKD +26 -
Bolshoi Storm Buster (CA) 720+P 5300 T - 6+0 2 116 HKD +26 -

input damage chip driveDmgBlk guard cancel startup active recovery hitAdv blockAdv
input damage chip driveDmgBlk guard cancel startup active recovery hitAdv blockAdv
236236K 3500 T - 11 7 13+47 land HKD +29 -
236236P 3160(3060) 50x9,300 (750) 5000 (180,480x9,500) LH - 18 102 52 HKD +5(+1) -35
236236[P] 0,60x9,560 (1100) 50x9,300 (750) 5000 (180,480x9,500) LH - 18 105 25(52) KD +87 Launch -35
720+P 4800 T - 6+0 2 116 HKD +26 -
720+P 5300 T - 6+0 2 116 HKD +26 -



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