Street Fighter 6/Zangief/Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Normal Hit

Light Confirm into Lariat


2LK > 2LP > PP
2LK > 2LP > 5LP > PPP

Double Lariat (PP) is Zangief's only strike special move, and therefore most of Zangief's combo routes end with this move to deal solid damage and score an oki-capable knockdown.

Zangief's primary concern when confirming into Lariat is range; From 2LP, Lariat can only combo on it's first active frame, and so combos into Lariat may drop if the opponent is too far away due to pushback. Lariats from longer range can also drop against opponents who are crouching. OD Lariat is faster and can help to mitigate this issue, but 2LP or 5LP even canceled into OD Lariat will drop at their outer range. From point-blank, the general rule is that Zangief can chain 2 light normals into regular Lariat, or 3 light normals into OD Lariat. From farther ranges, fewer chained normals can be done, and confirming into Lariat may be impossible at poking range without utilizing Drive Rush.

When comboing into Lariat, hold forward for the duration. This helps move Zangief closer to the opponent while spinning, making oki easier afterwards.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK > 2LP/5LP > PP Anywhere (close) 1470/1550 0 0 Easy Subject to whiffing when slightly spaced. Video
2LK > 2LP > 5LP > PPP Anywhere (close) 1790 (1370) 2 0 Easy Hold 6 during PPP to improve reliability. at farther ranges only the second or even neither hit of PPP will connect Video
2MP/3MP/6HP > PP Anywhere 2100/2200/2400 0 0 Very Easy 3MP > PP is Zangief's most common hit-confirmable combo with no resources. Video
6HP, 3MP > PP Anywhere 2920 0 0 Easy The easiest hit confirm after 6HP and highest damaging meterless normal hit combo. Hold 6 during PP to improve reliability. Video
j.2HP, 6HP, 3MP > PP Anywhere 3420 0 0 Easy Video
j.8HP > j.360K/j.360KK Anywhere 3220/3600 0/2 0 Medium Only works if the opponent is also in the air when the headbutt connects. Video

Punish Counter

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
6HK, 3MP > PP Anywhere 3480 0 0 Easy Can opt for PPP ender for 3560 damage and better oki. Video
6HK/5HK/2HP, 3MP > PPP, tk j.360KK Corner 5160/5520 4 0 Moderate Most damaging punish counter combo without spending super meter. 2HP can be used as a starter to end with Sa1 instead. Video
5HK, 3MP, tk j.360KK Anywhere 4100 2 0 Moderate Maximum range 5HK won't connect into 3MP or tk j.360kk, but can combo into other options via DR. Video
5HK, DR~5LK > SA1 Anywhere 3325 1 1 Moderate Maximum range 5HK won't connect into 3MP or tk j.360kk, but can combo into other options via DR like 5LK. Video
5HK, DR~5LP/2LP > SA2 Anywhere 2280/2195 1 2 Moderate Maximum range 5HK won't connect into 3MP or tk j.360kk, but can combo into other options via DR like 5LP. Video
5HK/6HK, 3MP > SA1 Anywhere 4100/4460 0 1 Moderate Max range 5HK will cause 3MP to whiff but will still connect into SA1 in corner. SA1 must be buffered to connect. 6HK ground bounce is finicky on airborne opponents. Video
2HP, 6HK Anywhere 2500 0 0 Easy only meterless followup on grounded punish counter Video
2HP, DR~6MK , 3MP > PP/PPP/SA1 Anywhere 3165/3324/3809 1/3 0/1 Moderate Large amount of corner carry with decent oki, spending resource for OD lariat or SA1 gives more damage, corner carry, and oki. OD lariat staggers hits to combo to OD Borscht when near corner. knee may whiff when spaced out Video
j.[HK], tk j.360K/tk j.360KK Anywhere but too close to corner 4120/4500 0/2 0 Moderate Video
j.[HK], 3MP > SA1 Anywhere but too close to corner 4700 0 1 Easy Video
3HK, SA3 (CA) corner 5520 (5970) 0 3 Easy At further ranges, Zangief must dash in to be within SA3 range, making it more difficult to land in time. Video
DR~6HP, 6HP, 3MP > DR~2MP/2MK, 3MP, PPP > SA3 (CA) anywhere 6355 (6605) 6* 3 Medium Zangief's most damaging ground hit combo, technically uses your entire drive gauge but you will build enough drive before the DRC to not burn out at 5+ Drive bars. Video

Drive Rush

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2LK~5LP/2LP > DR~2LP, 3MP > PP Anywhere 1743/1633 3 0 DR~2LP can help Zangief convert longer range light pokes into a Lariat(PP) knockdown. Video
3MP > DR~2MP/2MK, 3MP > PP Anywhere 2765 3 0 Zangiefs go-to DRC combo from mediums, 2MK and 2MP are largely interchangeable with the former being a low and leaves you closer while the latter building more super and more advantageous on block Video
6HP, 3MP > DR~2MP/2MK, 3MP > PP Anywhere 3462 3 0 Video
6HP, 3MP > DR~2MP/2MK, 3MP > DR~2MP/2MK, 3MP > SA2, etc Anywhere 4705 3 0 Video

SA2 Combos

Juggling after Cyclone Lariat


6HP > SA2[P], jump j.360KK

Holding down any punch button during Zangief's SA2 will cause Zangief to continue to spin in place rather than transition into one of his slam finishers. Once Zangief has started his third spin, the punch button can be released, as Zangief is already committed to the spin version. This version deals less up-front damage than a "normal" SA2, but launches the opponent into a juggle state, from which Zangief can potentially extend the combo to get higher damage than would otherwise be possible. Follow-up combos that deal more damage than the default finisher require additional Drive Gauge or super meter, so there may be cases where using the normal SA2 finisher is preferred.

This is the most basic way to combo after Held SA2. Simply hold up-forward while Zangief is spinning. Once you see Zangief jump, input 360KK (since you already have an "up" input from your jump, this can be done as just 41236KK).

All of the combos below use a 6HP > SA2 starter in order to accurately compare damage, although they are all possible off any ground combo into SA2, including doing raw/reversal SA2. The air juggle version of SA2 provides a worse juggle state, disallowing further juggles with 5HK or 3MP without DR. It's worth noting that j.2HP is a cross-up which always links into 6HP against a grounded opponent.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
6HP > SA2 Anywhere 4160 0 2 Easy SA2 with normal ender, for comparison purposes. Video
6HP > SA2[P], dash, 3MP, tk j.360KK Anywhere 4540 2 2 Moderate Video
6HP > SA2[P], dash, 3MP > SA1 Anywhere 4490 0 3 Moderate Video
6HP > SA2[P], dl 5HK, tk j.360KK Corner 4700 2 2 Hard Slightly higher damage alternative to 3MP tk j.360KK combo in the corner Video
6HP > SA2[P], dash dl 3MP > PPP, tk j.360KK Corner 5430 4 2 Hard A short delay is required for 3MP > PPP to juggle properly into tk j.360KK. Video
J.[HK], 3MP > SA2, 360KK Anywhere but the corner 5280 2 2 Hard Requires a Punish Counter, such as a fireball read or a punish on certain OD/Super reversals Video
J.[HK], 3MP > SA2, SA1 Anywhere but the corner 5230 0 3 Hard Requires a Punish Counter, such as a fireball read or a punish on certain OD/Super reversals Video

Drive Impact

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI, 360HP/360PP Anywhere 3270/3680 1 / 3 0 easy Gives no meaningful okizeme but does the most damage for the fewest resources. Video
DI, 63214HK/63214KK Anywhere 2990 / 3520 1 / 3 0 easy Leaves Zangief close enough for DR oki. builds considerable super meter and is useful for closing out rounds. Video
DI, SA3 Anywhere 4320 (CA: 4670) 1 3 easy Video
DI, 6HP, 3MP > PP/PPP Anywhere 3160 / 3340 1 / 3 0 easy meterless option with oki Video
DI, 6HP, 3MP > SA2, etc. Anywhere 4156+ 1+ 2 moderate Damage shown is for directional finisher. Higher damages are possible by using SA2 to juggle (see SA2 combos). Video
DI, neutral jump j.8HP, land DR~3MP > PP Anywhere 2866 2 0 easy Slight addition to normal DI -> PP combo. gives a later hit of lariat allowing far superior oki Video
DI, neutral jump j.8HP, land DR~5MK Anywhere 2211 2 0 easy Autotimed safe jump into a very deep J.MP, J.HP will connect in the corner Video
DI, neutral jump j.8HP, land DR~5MP Anywhere 2093 2 0 easy Autotimed safe jump into a very deep J.HP, loses to anti-airs/reversals faster than 5 frames. Video
DI, neutral jump j.8HP, land tk j.360KK Anywhere 3480 3 0 Moderate j.360KK will leave the opponent close enough to DR, 360PP Video
DI, walk dl.3MP > PPP, tk j.360KK Corner 4290 5 0 Moderate microwalk can be replaced with a forward dash Video
DI, 6HP, 3MP > DR~2MK, 3MP > PPP > SA3, Anywhere 5651 (CA: 5801) 6* 3 easy technically uses the entire gauge but will build enough bar back to avoid burnout Video
DI, forward jump, J.2HP, 360KK Anywhere 3100 3 0 moderate side switches Video
DI, forward jump, J.2HP, SA1 Anywhere 3000 1 1 easy side switches, buffer SA1 in the direction you started Video
DI, forward jump, J.2HP, PP/PPP Anywhere 2440/2620 1/3 0 easy side switches meterlessly Video

Drive Impact Wallsplat

Damage in parenthesis is if the Drive impact is not blocked

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI, 3MP > PP 1760 (2420) 1 0 Easy best meterless damage while keeping oki Video
DI, tk. 360K 2320 (2540) 1 0 moderate Best meterless damage on wall splat Video
DI, 2MP, tk. 360KK 2720 (3160) 3 0 moderate 2MP will whiff on high wall splats. 3MP doesn't pop up high enough to connect into tk.360KK Video
DI, 3MP > SA1 2880 (3190) 1 1 Hard Highest damage without using additional drive gauge Video
DI, 3MP > SA2, SA1 3200 (3610) 1 3 Hard Highest damage without using additional drive gauge Video
DI, 3MP > PPP , tk. 360KK 3680 (4130) 5 0 Hard Will not work on high wallsplats Video

Stun Combos

Damage in parenthesis is if the Drive impact is not blocked

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI, j.8HP, 6HP, 3MP > PP/PPP 2800 (2950)/ 3400 (3550) 1/3 0 Easy Highest meterless damage Video
DI, jump back, PP, 3MP tk.360KK 3380 (3980) 3 0 Hard You must drift forward during lariat for it to connect Video
DI, jump back, PP, 3MP > SA1 3280 (3880) 1 1 Intermediate You must drift forward during PP for it to connect Video
DI, jump back, PP, dl.3MP > PPP, SA1 3950 (4550) 3 1 Very Hard You must drift forward during lariat for it to connect, incredibly precise manual delay Video
DI, jump back, PP, dl.3MP > PPP, tk360KK 4100 (4700) 5 0 Intermediate You must drift forward during lariat for it to connect. Less precise than the SA1 version. Video
DI, j.8HP, 6HP, 3MP > SA2 3680 (4280) 1 2 Easy Video
DI, SA3/CA 3560 (4160) / 3910 (4510) 1 3 Easy Video
DI, j.8HP, 6HP, 3MP > DR~2MP/2MK, 3MP > PPP > SA3/CA 5241 (5841) / 5691 (6091) 6* 3 Medium most damaging route, technically uses the entire drive gauge but will build enough drive at the start to avoid burnout Video
DI, j.[HK], 3MP > PPP, tk.360KK 4180 (4780) 5 0 Very Hard Can be auto timed with jump back j.LP into 22MK on block or j.2HP into 22MK on hit. Dropkick charge must be manually timed frames 8-12 of the jump.


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