Street Fighter IV/Zangief

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

How about a thread dedicated to Gief's combos? He doesn't have many, but it's good to get them and a discussion of how to do/use them into one location.


Ground Combos

Crouching lp, crouching lp, crouching lp, standing mp** Damage: 30+30+(30*.8)+(90*.7) = 147

Crouching lk, crouching lk, crouching lk, standing mp** Damage: 40+40+(40*.8)+(90*.7) = 175

Far standing short xx ex green hand(aka toe xx hand) Damage: 30+160 = 190

Antiair trade/fadc punch lariat, ex green hand (1 hit) Damage: 120+80 = 200

LP spinning piledriver(aka spd) Damage: 200

Atomic suplex(aka close 360+k) Damage: 200

Atomic suplex(aka far 360+k) Damage: 200

Late kick lariat, ex hand (1 hit) Damage: 130+80 = 210

Late punch lariat, ex hand (1 hit) Damage: 140+80 = 220

MP spd) Damage: 220

EX spd Damage: 220

EX close 360+k Damage: 220

Crouching lp, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 30+40+(40*.8)+(40*.7)+(160*.6) = 226

Running bear grab(aka far 360+k) Damage: 230

Crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 40+40+(40*.8)+(40*.7)+(160*.6) = 236

HP spd Damage: 240

Crouching lp, close standing mp/mk xx ex hand Damage: 30+90+(.8*160) = 248

Crouching lp, crouching lp, far standing mp, far standing lk xx ex hand** Damage: 30+30+(.8*90)+(.7*30)+(.6*160) = 249

Close standing mp/mk xx ex hand Damage: 90+160 = 250

EX far 360+k Damage: 250

Crouching lk, crouching lk, far standing mp, far standing lk xx ex hand** Damage: 40+40+(.8*90)+(.7*40)+(30*.7)+(.6*160) = 297


Crossup Combos

HP splash, crouching lk xx kick lariat Damage: 110+40+(110*.8) = 238

HP splash, crouching lp, crouching lp, crouching lp, standing mp** Damage: 110+30+(30*.8)+(30*.7)+(90*.6) = 239

HP splash, crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 110+40+(40*.8)+(40*.7)+(40*.6)+(160*.5) = 306

HP splash, crouching lp, crouching lp, far standing mp, standing lk xx ex hand Damage: 110+30+(30*.8)+(90*.7)+(30*.6)+(160*.5) = 325

Fierce splash, crouching lk, far standing mp, crouching lk xx ex hand Damage: 110+40+(90*.8)+(40*.7)+(160*.6) = 346


Jump-in Combos

Jumping hp/hk, crouching hk Damage: 120+120 = 240

Jumping mk, crouching lk xx ex hand Damage: 90+40+(160*.8) = 258

Jumping hp/hk, far standing hp/hk Damage: 120+140 = 260

Jumping hp/hk, crouching lk xx ex hand Damage: 120+40+(160*.8) = 288

Jumping hp/hk, crouching lk, crouching lk xx ex hand*, ** Damage: 120+40+(40*.8)+(160*.7) = 296

[i]Jumping hp/hk, crouching lp, crouching lp, far standing mp, far standing lk xx ex hand[/I Damage: 120+30+(30*.8)+(90*.7)+(30*.6)+(160*.5) = 335

Jumping hp/hk, far standing mp, crouching lk xx ex hand Damage: 120+90+(40*.8)+(160*.7) = 354


Focus Attack Combos

Level 3 FA, crouching lk, crouching lk, crouching lk, crouching lk xx ex green hand*, ** Damage: 170+(.8*30)+(.7*30)+(.6*30)+(.5*40)+(.4*160) = 317

Level 3 FA, close 360+k Damage: 170+(.8*200) = 330

Level 3 FA, ex close 360+k Damage: 170+(.8*220) = 346

Level 3 FA, atomic suplex Damage: 170+(.8*230) = 354

Level 3 FA, hp spd Damage: 170+(.8*240) = 362

Level 3 FA, crouching lk, crouching lk, standing mp, crouching lk xx ex green hand** Damage: 170+(.8*40)+(.7*40)+(.6*90)+(.5*40)+(.4*160) = 368


Ultra and Super Combos

Level 1 ultra Damage: 400

Super Damage: 500

Level 2 ultra Damage: 600



  • You can replace the crouching shorts in these combos with crouching jabs, but each crouching jab does 10 fewer damage points than crouching short. You can chain these attacks, you still have to link at least second to last hit of these combos (ie the last normal attack before the ex green hand) because you can't cancel into a chained series of normals into a special move like ex green hand, but you can cancel into a linked move into a special move.

The difference between chaining and linking is that moves that are designed to chain, that is cancel their animation right into each other, will combo into each other if you just mash the button, whereas a linked move is a move that comes after you wait for the previous move's animation and recovery to finish completely. Zangief's jabs and shorts are chainable, which makes doing most of these combos easier if you use crouching jab, but if you do chain them, you can't cancel right from a chained crouching jab into ex green hand, so you have to link the last one before ex green hand. You do this just by waiting for the second-to-last crouching jab to completely finish its animation before you do the last one. If you want to link the whole combo and chain none of it, then wait a longer time between each jab/short to allow each one's animation to finish before going into the next.

Bottom line, if you want to combo the jab/shorts combos into ex green hand, do the combo slowly and make sure that at least the last normal part of the combo is linked instead of chained.

    • Against tall characters who can get hit by standing jab while crouching, it's easier to do these combos by replacing the crouching jabs/shorts with standing jab. Standing jab has a sweet +8 frame advantage on hit that makes it really easy to link out of and is still a chainable attack, so it's the easiest of all worlds. This isn't necessary and you do give up some damage if you do it instead of crouching shorts, but if you're having trouble with these combos and you're up against a tall character, try this out.

-Ultradavid 10/21/2008

Strategy

Matchups

Ryu

Ken

Honda

Chun Li

Blanka

Zangief

Guile

Dhalsim

Balrog(Boxer)

Vega (Claw)

Sagat

Bison (Dictator)

Akuma (gouki)

Abel

Rufus

C. Viper

El Fuerte

Cammy

Fei Long

Gouken

Sakura

Rose

Dan

Gen

Seth

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 6 7 -2 +1 10 13 40 50 20 HL CSpS -
close MP 5 2 14 -2 +1 13 16 90 100 40 HL SpS -
close HP 7 4 20 -6 -1 17 22 140 200 60 HL - -
close LK 4 2 10 -1 +2 10 13 30 50 20 HL - -
close MK 5 2 15 -3 0 13 16 90 100 40 HL SpS -
close HK 7 4 21 -5 -1 19 23 140 200 60 HL - -
far LP 4 2 5 +5 +8 11 14 40 50 20 HL CSpS -
far MP 4 2 10 +2 +5 13 16 90 100 40 HL - -
far HP 12 3 18 -3 +1 17 21 140 200 60 HL - -
far LK 4 2 7 +2 +5 10 13 30 50 20 HL SpS -
far MK 7 6 18 -10 -7 13 16 90 100 40 HL - -
far HK 11 4 16 -2 +2 17 21 140 200 60 HL - -
crouch LP 4 3 6 +2 +5 10 13 30 50 20 HL CSpS -
crouch MP 8 5 12 -3 +3 13 19 80 100 40 HL - -
crouch HP 12 4 16 -2 +2 17 21 120 200 60 HL S -
crouch LK 3 3 7 +1 +4 10 13 40 50 20 L SpS -
crouch MK 9 4 15 -5 -2 13 16 90 100 40 L - -
crouch HK 9 5 18 -5 - 17 - 120 200 60 L - -
jump up LP 5 5 - - - 8 11 60 50 20 H - -
jump up MP 7 4 - - - 11 15 90 100 40 H - -
jump up HP 10 6 - - - 15 18 140 200 60 H - -
jump up LK 7 4 - - - 8 11 50 50 20 H - -
jump up MK 9 5 - - - 11 15 90 100 40 H - -
jump up HK 9 6 - - - 15 18 120 200 60 H - -
jump forward LP 6 5 - - - 8 11 60 50 20 H - -
jump forward MP 7 3 - - - 11 15 90 100 40 H - -
jump forward HP 11 6 - - - 15 18 120 200 60 H - -
jump forward LK 7 4 - - - 8 11 50 50 20 H - -
jump forward MK 9 10 - - - 11 15 90 100 40 H - -
jump forward HK 9 6 - - - 15 18 120 200 60 H - -
D+HP(air) 6 7 - - - 15 19 110 150 60 H - -
D+WK(air) 8 6 - - - 8 11 50 50 20 H - -
U+HP(air) 4 6 - - - 11 15 100 500 40 H - -
U+MP(air) 6 12 - - - 15 19 120 600 60 HL - -
DF+HK 14 7 22 -11 - 17 - 120 200 60 L - -
level1 FA 23 5 32 -21 -21 15 15 90 100 20 HL - -
level2 FA 17+16 5 32 -15 - 21 - 120 150 40 HL - -
level3 FA 65 5 32 - - - - 170 20 60 - - -
F+LP+LK 3 2 20 - - - - 160 180 40 0.9 - -
B+LP+LK 3 2 20 - - - - 160 180 40 0.9 - -
Spinning Piledriver LP 2 2 52 - - - - 200 100 40/100 1.65 - -
Spinning Piledriver MP 2 2 50 - - - - 220 150 40/100 1.45 - -
Spinning Piledriver HP 2 2 48 - - - - 240 200 40/100 1.35 - -
Spinning Piledriver EX 4 2 47 - - - - 220 150 0/0 1.35 - -
Banishing Flat LP 11 2 21 -7 -5 15 17 120 100 30/30 HL S -
Banishing Flat MP 13 2 22 -8 -6 15 17 130 150 30/30 HL S -
Banishing Flat HP 16 2 23 -9 -5 15 17 140 200 30/30 HL S -
Banishing Flat EX 13 1*1 27 -9 - 18 18 80*80 50*50 0/0 HL -*S -
Lariet PPP 4 2(4)7(2)7(3)9(2)8(4)3 14 -44 - 20 - 120*140 150*200 30/40 HL S*- -
Lariet KKK 4 2(4)5(3)8(4)3 14 -23 - 20 - 110*130 100*150 30/30 HL S*- -
Running Bear Grab 2 2 45 - - - - 230 200 30/140 1.0 - -
Double German Suplex 1 2 45 - - - - 200 150 30/80 0.9 - -
Running Bear Grab EX 2 2 45 - - - - 250 200 0/0 1.0 - -
Double German Suplex EX 1 2 45 - - - - 220 200 0/0 0.9 - -
Super Combo 1+0 2 46 - - - - 500 0 0/0 1.2 - -
Ultra Combo 1+0 2 46 - - - - 400 0 0/0 1.4 - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth