Ultra Street Fighter IV/Zangief

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Zangief

SSFIV-Zangief Face.jpg

Known as the "Red Cyclone" in his home country, Zangief is the paragon of country pride. Trained by fighting grizzly bears in Siberia, Zangief uses his extremely powerful wrestling techniques, including the Spinning Pile Driver (which was said to have been learned when he got caught in a tornado while wrestling bears), fighting for the pride of Russia has become Zangief's main goal in life, especially after being noticed and hired by the Russian government to represent them in the world Street Fighting circuit.


In a nutshell

The quintessential grappler. Zangief is a power character designed to take hits and deal that damage right back at the opponent once he gets in close. Grapples, however, are not his only forte. He does not need to get up close to instill fear - just him being Zangief immediately sets off warning signs to the opponent. While the fear of his dreaded Spinning Piledriver is natural, Zangief players must also make their opponents fear his other useful tools, such as the Banishing Flat, which eats up non-EX/Super/Ultra/flaming fireballs and sets him up for a free Jab Piledriver if within range. He can also play footsies surprisingly well with his Lariats and sweeps. As a grappler, his only true weakness is being full-screen distance away from his opponent. Characters with good zoning tools or fireballs, such as Dhalsim and Ryu, especialy pose a major threat to the Red Cyclone.

Players to Watch

Snake Eyez (US), Itabashi Zangief (JP), Hagejin (JP), Zangitan (JP)

Click for Omega SF4 version

Ultra SFIV Changes

Zangief SF4 Changelist

Character Specific Data

Zangief

VITALS
Health: 1100 Stun: 1100 W-Ultra Scaling: 60%
WALKING DASHING
Forward Walk Speed: 0.035 Forward Dash Distance: 0.88
Back Walk Speed: 0.03 Forward Dash Total Frames: 26
JUMPING Back Dash Distance: 0.80
Jump Height Apex: 1.62 Back Dash Total Frames: 26
Jump Total Frames: 43 (6+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.28 (1.53) Back Dash Airborne: 8
Back Jump Distance 1.14 (1.18) Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.94 Face Up Total Frames: 31
Back Throw Range: 0.94 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Flying Body Attack, Double Knee Drop, Headbutt Hard Knockdowns: Crouch HK, Long Kick, Spinning Piledriver, EX Spinning Piledriver, Atomic Suplex, EX Atomic Suplex, Flying Power Bomb, EX Flying Power Bomb
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Long Kick Armor Breakers: N/A
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 23 L1 EX Red Focus Attack Combo Lead-Ins: EX Banishing Flat (2nd Hit)
Level 2 Focus Startup Frames: 33
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -10 L2 FA Forward Dash (On Block): -4
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 40 50 20 HL ch/sp/su 4 6 7 -1 2
Close MP Close Mp.png 90 100 40 HL sp/su 5 2 14 -2 1
Close HP Close Hp.png 140 200 60 HL - 7 4 20 -6 -1
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 10 -1 2
Close MK Close Mk.png 90 100 40 HL sp/su 5 2 10 2 5
Close HK Close Hk.png 140 200 60 HL - 7 4 21 -5 -1
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7[5] 3[5] 6[8]
Far MP Far Mp.png 70 100 40 HL - 4 2 10 2 5
Far HP Far Hp.png 140 200 60 HL - 12 3 18 -3 1
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 7 2 5
Far MK Far Mk.png 90 100 40 HL - 7 6 18 -7 -3
Far HK Far Hk.png 140 200 60 HL - 11 4 16 -2 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 3 6 2 5
Crouch MP Crouch Mp.png 80 100 40 HL - 8 5 12 -3 3
Crouch HP Crouch Hp.png 120 200 60 HL su 12 4 16 -2 2
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 7 1 5
Crouch MK Crouch Mk.png 90 100 40 L - 9 4 15 -5 -2
Crouch HK Crouch Hk.png 120 200 60 L - 9 5 18 -5 -
Long Kick Downright.gif+Hk.png 120 200 60 L - 14 7 22 -11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 4 - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 6 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 7 4 - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 9 5 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 9 6 - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H - 6 5 - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 7 3 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 6 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 7 4 - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 9 10 - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 9 6 - - -
Flying Body Attack Air Down.gif+Hp.png 100 150 60 H - 6 7 - - -
Double Knee Drop Air Down.gif+Lk.png 50 50 20 H - 8 6 - - -
Headbutt Headbutt
Up.gif+Mp.png
100 500 40 H - 4 6 - - -
Headbutt Headbutt
Up.gif+Hp.png
120 600 60 H - 6 12 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 -21 -21
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 -15 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bodyslam Forward Throw 160 180 40 0.944 - 3 2 20 - -
Brain Buster Back Throw 160 180 40 0.944 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Spinning Piledriver Spinning Piledriver Lp.png 180 150 40/100 1.684 - 2 2 52 - -
Spinning Piledriver Mp.png 200 150 40/100 1.45 - 2 2 50 - -
Spinning Piledriver Hp.png 250 200 40/100 1.35 - 2 2 48 - -
EX Spinning Piledriver Spinning Piledriver EX 200 150 -250/0 1.35 - 4 2 47 - -
Banishing Flat Green Hand Lp.png 120 100 30/30 HL su 8 2 21 -7 -2
Green Hand Mp.png 130 150 30/30 HL su 11 2 22 -6 -6
Green Hand Hp.png 140 200 30/30 HL su 14 2 23 -7 -7
EX Banishing Flat Green Hand Ex.png 90*50 50*50 -250/0 HL -*su 13 1*1 27 -9 1
Double Lariat Lariat 120*140 150*200 30/40 HL su*- 4 2(4)7(2)7(3)
9(2)8(4)3
14 -44 -
Quick Double Lariat Quick Lariat 110*130 100*150 20/30 HL su*- 4 2(4)5(3)
8(4)3
14 -22 -
Atomic Suplex Double German Suplex 220 200 30/140 1 - 2 2 45 - -
EX Atomic Suplex Douple German Suplex Ex.png 240 200 -250/0 1 - 2 2 45 - -
Flying Power Bomb Running Bear Grab 200 150 30/80 2.92 - 1 2 45 - -
EX Flying Power Bomb Running Bear Grab Ex.png 220 200 -250/0 5.06 - 1 2 45 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Final Atomic Buster Super Combo 450 0 -1000/0 1.45 - 1+0 2 46 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ultimate Atomic Buster Ultra Combo 1 520 0 0/0 1.446 - 1+0 2 46 - -
Siberian Blizzard Ultra Combo 2 450 0 0/0 0.95 - 0+3 Until Landing After Landing 58 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
USFIV Zangief fLP.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Low commitment short ranged poke.

USFIV Zangief fMP.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Incredible poking tool due to its great speed, range and low amount of recovery. Can often be comboed out of using f.LK.

USFIV Zangief fHP.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Very slow poke that knocks down on hit. Not very useful.

USFIV Zangief fLK.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

Incredible normal for buffering, whiff punishing and combos from lights. Special cancels on whiff, which is only a downside.

USFIV Zangief fMK.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Decent poke that can often beat low pokes.

USFIV Zangief fHK.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Very good range, but whiffs on crouch. Usually used to catch backdashes and jump away.

Crouching Normals

  Name Nickname Command Notes
USFIV Zangief 2LP.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Useful in combos and as a short range low commitment poke.

USFIV Zangief 2MP.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Despite its appearance, it is not a good anti air. Generally useless.

USFIV Zangief 2HP.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

Decently high damage counterpoke that super cancels, but has no good conversion options outside Counter-Hit Crouch HP>Red Focus.

USFIV Zangief 2LK.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Extremely important mixup and combo tool. Can combo into itself up to 4 times, and reliably converts into EX Green Hand, which is one of your most important confirms, as it leaves you plus and extremely close, which allows you to threathen another 2LK or an SPD.

USFIV Zangief 2MK.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Occasionally useful low poke, moves Zangief forward, which lets him do things such as Crouch MK whiff>SPD.

USFIV Zangief 2HK.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Important to prevent the opponent from just walking back. A decent poking tool, and pretty safe to boot.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
USFIV Zangief 3HK.png

Long Kick

Long Sweep df + hk

~~ Uses and Strategies ~~

Sweep with incredible range, but considerably higher startup and is much more unsafe on block.

File:No image.png

Flying Body Attack

Body Splash d + hp

~~ Uses and Strategies ~~

Your main crossup. Damaging, very plus on both hit and block, just do it.

File:No image.png

Double Knee Drop

Knee Drop d + lk

~~ Uses and Strategies ~~

Smaller crossup that does less damage. Generally used to make the opponent block it and then go for an immediate SPD, due to the low hit/blockstop.

File:No image.png

Headbutt

Headbutt (Strong) (during Neutral Jump) U.png + mp

~~ Uses and Strategies ~~

High stun air to air tool.

File:No image.png

Headbutt

Headbutt (Fierce) (during Neutral Jump) U.png + hp

~~ Uses and Strategies ~~

Higher stun air to air tool.

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Bodyslam

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Brain Buster

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
USFIV Zangief SPD.png

Spinning Piledriver

Spinning Pile Driver 360 + P.png ex

~~ Uses and Strategies ~~

Zangief's defining move. A command grab whose range and damage vary depending on the version. The Light version has the highest range but lowest damage, the Heavy version has lowest range but highest damage, and medium is in between. The EX version is slower to start up but has invincibility to compensate, making it a good defensive option, although non EX SPD is still a strong defensive option due to its range and only 2 frames of start up. Due to the low startup frames, this also makes it an excellent tool for punishes, letting Zangief punish moves that are usually safe on most characters. Your goal in a match is usually to get in close and either land this move or make them scared enough of this move so you can hit them with other stuff. After all versions, you can whiff a Medium Banishing Flat to get in close for oki.

File:No image.png

Banishing Flat

Green Hand dp + P.png ex

~~ Uses and Strategies ~~

The classic Green Hand. Useful for anti-projectile, combos and just moving around the screen. The Light version is generally safe on hit at -2 (although beware, because certain Ultras and SPD's will be able to punish it), but Medium and Heavy unsafe on hit against the whole cast. Medium is mostly used to get in after a Spinning Piledriver, and Heavy is there for the extra movement. The EX version is particularly good, for it has frame 1 projectile and strike invincibility, making it so Zangief can reaction punish a lot of projectiles for a bar, and giving him essentially a horizontal DP he can occasionally just throw out. EX Banishing Flat is also slightly plus on hit rather than minus, which means Zangief can pressure after into an SPD or another combo into EX Banishing Flat, which is quite scary.

USFIV Zangief Lariat.png

Double Lariat

Lariat 3p

~~ Uses and Strategies ~~

Zangief's main anti air, although do know that you should do it as late as possible, as otherwise it might just lose. If it trades, you can combo EX Banishing Flat afterwards. Zangief's upper body is invincible, which makes this a passable (although not great) wakeup option, but it will lose to low hitting attacks and throws. Can go through and punish projectiles at close range.

USFIV Zangief Lariat.png

Quick Double Lariat

Quick Lariat 3k

~~ Uses and Strategies ~~

Has lower body invincibility instead of upper body. Whiffs much faster than regular Double Lariat, the main use of it is doing it to get past a projectile without blocking it and taking chip damage.

File:No image.png

Atomic Suplex

Double German Suplex (near opponent) 360.png + K.png ex

~~ Uses and Strategies ~~

A command grab that is harder to range than SPD, but has much better okizeme. After it lands, Zangief can mix up the opponent in a lot of ways, be it with a crossup Body Splash, staying in front, empty jump low, empty jump SPD, etc. Landing it is quite specific, though; You will usually only land this after a Focus Attack that crumples, or EX Green Hand>Red Focus.

USFIV Zangief Running Bear Grab.png

Flying Power Bomb

Running Bear Grab (far from opponent) 360.png + K.png ex

~~ Uses and Strategies ~~

Zangief runs towards the opponent and command grabs them. Not very useful due to its very slow speed. The EX version has armor, but it's still not very practical to use.

Super Combo

  Name Nickname Command Notes
USFIV Zangief Super.png

Final Atomic Buster

Super Combo 360 360.png + p

~~ Uses and Strategies ~~

Big command grab super. Cannot be jumped after flash, making it a scary offensive and defensive option. It has 1 frame startup, giving Zangief unique punishes on specific moves. However, its use is much more limited than it seems, due to it being a Super. Zangief will have to spend meter most of the time on things like EX Green Hand or FADC, making saving up for a super usually unwise.

Ultra Combos

  Name Nickname Command Notes
USFIV Zangief Ultra.png

Ultimate Atomic Buster

Ultra Combo I 360 360.png + 3p

~~ Uses and Strategies ~~

Big command grab Ultra, cannot be jumped after freeze, making it a very scary offensive and defensive option. Frame 1 startup means it can punish moves that are usually safe. This move is better than Super purely because it's not tied to your super meter, and thus you can actually use it.

File:No image.png

Siberian Blizzard

Ultra Combo II (in air) 360.png 360 + 3k

~~ Uses and Strategies ~~

Air-to-air command grab Ultra. Very good due to its mixup potential, making the opponent having to guess between SPD or Ultra. Can also catch backdashes and DP's.

The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief (Mirror)
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 40 50 20 HL ch/sp/su 4 6 7 16 -1 2 12 15 Frame advantage based on 2nd active frame Reset Reset - - - - - - -
Close MP Close Mp.png 90 100 40 HL sp/su 5 2 14 20 -2 1 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 140 200 60 HL - 7 4 20 30 -6 -1 18 23 On crouching opponents, -2 on hit Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL sp/su 5 2 10 16 2 5 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 140 200 60 HL - 7 4 21 31 -5 -1 20 24 Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 2 7[5] 12[10] 3[5] 6[8] 12 15 [] Refers to chained version Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL - 4 2 10 15 2 5 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 140 200 60 HL - 12 3 18 32 -3 1 18 22 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 2 7 12 2 5 11 14 5~6f cancellable Reset Reset - - - - - - -
Far MK Far Mk.png 90 100 40 HL - 7 6 18 30 -7 -3 17 21 Reset Reset - - - - - - -
Far HK Far Hk.png 140 200 60 HL - 11 4 16 30 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL - 8 5 12 24 -3 3 14 20 Forces stand Forces stand Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 120 200 60 HL su 12 4 16 31 -2 2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 7 13 1 5 11 15 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 90 100 40 L - 9 4 15 27 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 120 200 60 L - 9 5 18 31 -5 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Long Kick Downright.gif+Hk.png 120 200 60 L - 14 7 22 42 -11 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 6 - 15 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 9 5 - 13 - - Reset Reset - - - Lower body: 1~15F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 9 6 - 14 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 7 3 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 11 6 - 16 - - Reset Reset - - - Lower body: 1~15F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 9 10 - 18 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 9 6 - 14 - - Reset Reset - - - Lower body: 1~8F - - -
Flying Body Attack Air Down.gif+Hp.png 100 150 60 H - 6 7 - 12 - - Reset Reset - - - Legs: 1~12F - - -
Double Knee Drop Air Down.gif+Lk.png 50 50 20 H - 8 6 - 13 - - Reset Reset - - - Legs: 1~7F - - -
Headbutt Headbutt
Up.gif+Mp.png
100 500 40 H - 4 6 - 9 - - Reset Reset - - - Lower body: 1~3F - - -
Headbutt Headbutt
Up.gif+Hp.png
120 600 60 H - 6 12 - 17 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 101 - - - - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 101 - - - - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 59 -15 - 22 - Range: 2.373, 3~4F cannot hit crouching, Range vs Crouching: 1.779, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Bodyslam Forward Throw 160 180 40 0.944 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Brain Buster Back Throw 160 180 40 0.944 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Spinning Piledriver Spinning Piledriver Lp.png 180 150 40/100 1.684 - 2 2 52 55 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Mp.png 200 150 40/100 1.45 - 2 2 50 53 - - - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Hp.png 250 200 40/100 1.35 - 2 2 48 51 - - - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Piledriver EX 200 150 -250/0 1.35 - 4 2 47 52 - - - - Opponent gains 50 meter on hit X Hard Knockdown - - - - - All: 1~5F All: 1~5F - - -
Banishing Flat Green Hand Lp.png 120 100 30/30 HL su 8 2 21 33 -7 -2 16 21 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 6~20F - - -
Green Hand Mp.png 130 150 30/30 HL su 11 2 22 34 -6 -6 18 18 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 8~22F - - -
Green Hand Hp.png 140 200 30/30 HL su 14 2 23 40 -7 -7 18 18 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown - - - Forward body: 9~25F - - -
EX Banishing Flat Green Hand Ex.png 90*50 50*50 -250/0 HL -*su 13 1*1 27 41 -9 1 19 29 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles, opponent gains 15*10 meter on hit, 10*5 on block X Forces Stand [1st Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~13F All: 1~22F - - JP: 0*1
Double Lariat Lariat 120*140 150*200 30/40 HL su*- 4 2(4)7(2)7(3)
9(2)8(4)3
14 68 -44 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~5F, Torso: 6~54F Upper body: 1~3F, All: 4~5F, Lower body: 6~54F - - -
Quick Double Lariat Quick Lariat 110*130 100*150 20/30 HL su*- 4 2(4)5(3)
8(4)3
14 46 -22 - - - Builds 20x4 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Legs: 1~32F Legs: 1~32F - - -
Atomic Suplex Double German Suplex 220 200 30/140 1 - 2 2 45 48 - - - - X Hard Knockdown - - - - - - - - - -
EX Atomic Suplex Douple German Suplex Ex.png 240 200 -250/0 1 - 2 2 45 48 - - - - Opponent gains 20*50 meter on hit X Hard Knockdown - - - 1F~ - - - - - -
Flying Power Bomb Running Bear Grab 200 150 30/80 2.92 - 1 2 45 47 - - - - Startup changes depending on proximity to opponent, Run starts on 36F(LK)/38F(MK)/38F(HK) X Hard Knockdown - - - - - - - - - -
EX Flying Power Bomb Running Bear Grab Ex.png 220 200 -250/0 5.06 - 1 2 45 47 - - - - Startup changes depending on proximity to opponent, Run starts on 38F, opponent gains 40 meter on hit X Hard Knockdown - - - 1f until end of active frames - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Final Atomic Buster Super Combo 450 0 -1000/0 1.45 - 1+0 2 46 48 - - - - Opponent gains 20x3 meter on hit X Hard Knockdown - - - - All: 1F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ultimate Atomic Buster Ultra Combo 1 520 0 0/0 1.446 - 1+0 2 46 48 - - - - Opponent gains 20x3 meter on hit X Hard Knockdown - - - - All: 1F - - - - -
Siberian Blizzard Ultra Combo 2 450 0 0/0 0.95 - 0+3 Until Landing After Landing 58 - - - - - Opponent gains 20x3 meter on hit X - - Hard Knockdown - - All: 1F~until landing - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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