Street Fighter 6/Zangief/Combos: Difference between revisions

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=== Normal Hit ===
=== Normal Hit ===
{{TheoryBox
{{TheoryBox
| Title      = Light Confirm
| Title      = Light Confirm into Lariat
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very Easy}}
| Difficulty =
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    =  
| Recipe    = 2LK > 2LP > PP <br> 2LK > 2LP > > 5LP > PPP
| content    =  
| content    =  
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; Lariat is not fully extended on the 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.
}}
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = 2LK > 2LP > PP
  | Position  = Anywhere (close)
  | Damage    = 1480
  | Drive      = 0
  | Super      = 0
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2LK > 5LP > PP
  | Position  = Anywhere (close)
  | Damage    = 1570
  | Drive      = 0
  | Super      = 0
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2LK > 2LP > > 5LP > PPP
  | Position  = Anywhere (close)
  | Damage    = 1890
  | Drive      = 2
  | Super      = 0
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2MP > PPP
  | Position  = Anywhere
  | Damage    = 1900
  | Drive      = 0
  | Super      = 0
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
}}
== Drive Rush ==
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = 5LP/2LP > DR~2LP, 2MP > PP
  | Position  = Anywhere
  | Damage    = 1812 / 1712
  | Drive      = 3
  | Super      = 0
  | Difficulty =
  | Notes      = Drive Rush 2LP can help Zangief convert longer range light pokes into a Lariat knockdown.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 2MP > DR~5MP > 5MP > 5MP
  | Position  = Anywhere
  | Damage    = 2234
  | Drive      = 3
  | Super      = 0
  | Difficulty =
  | Notes      = Extra frame advantage from Drive Rush allows 5MP to combo into its TC.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 6HP > DR~6HP, 3MP > PP
  | Position  = Anywheree
  | Damage    = 2917
  | Drive      = 3
  | Super      = 0
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
}}
}}


== SA2 Combos ==


{{TheoryBox
| Title      = Juggling after Cyclone Lariat
| Oneliner  =
| Difficulty =
| Damage    = 4100
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6HP > SA2[P], jump j.360KK
| content    =
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 Gief 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 Gief 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 combo into SA2, including doing raw/reversal SA2.
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = 6HP > SA2
  | Position  = Anywhere
  | Damage    = 4060
  | Drive      = 0
  | Super      = 2
  | Difficulty =
  | Notes      = SA2 with normal ender, for comparison purposes.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 6HP > SA2[P], dash, 3MP, tk j.360KK
  | Position  = Anywhere*
  | Damage    = 4440
  | Drive      = 2
  | Super      = 2
  | Difficulty =
  | Notes      = In the corner, dash is not needed (although dashing may help you time the 3MP).
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = 6HP > SA2[P], dash, 3MP > 236236K
  | Position  = Anywhere*
  | Damage    = 4390
  | Drive      = 0
  | Super      = 3
  | Difficulty =
  | Notes      = Again, dash not needed in corner.
  | Video      =
  |}}
}}
== Drive Impact ==
{{SF6-ComboTable
| Items =
  {{SF6-ComboTableItem
  | Combo      = DI, 360HP/360PP
  | Position  = Anywhere
  | Damage    = 3270/3680
  | Drive      = 1 / 3
  | Super      = 0
  | Difficulty =
  | Notes      = When comparing, keep in mind that SPD does not give oki the way most combos do.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DI, 63214HK/KK
  | Position  = Anywhere
  | Damage    = 2990 / 3520
  | Drive      = 1 / 3
  | Super      = 0
  | Difficulty =
  | Notes      = Leaves Zangief close enough for Drive Rush oki, unlike SPD.
  | Video      =
  |}}
    {{SF6-ComboTableItem
  | Combo      = DI, SA3
  | Position  = Anywhere
  | Damage    = 4320 (CA: 4670)
  | Drive      = 1
  | Super      = 3
  | Difficulty =
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DI, 6HP > PP/PPP
  | Position  = Anywhere
  | Damage    = 2520 / 2730
  | Drive      = 1 / 3
  | Super      = 0
  | Difficulty =
  | Notes      = If you don't want to spend any resources, do this.
  | Video      =
  |}}
    {{SF6-ComboTableItem
  | Combo      = DI, 6HP > SA2, etc.
  | Position  = Anywhere
  | Damage    = 3892+
  | Drive      = 1+
  | Super      = 2
  | Difficulty =
  | Notes      = Damage shown is for normal finisher. Higher damages are possible by using SA2 to juggle (see SA2 combos).
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = DI, neutral jump j.8HP, land DR~3MP > PP
  | Position  = Anywheere
  | Damage    = 2684
  | Drive      = 2
  | Super      = 0
  | Difficulty =
  | Notes      = Slight addition to normal DI -> Lariat combo.
  | Video      =
  |}}
    {{SF6-ComboTableItem
  | Combo      = DI, dl.3MP > PPP, tk j.360KK
  | Position  = Corner
  | Damage    = 4150
  | Drive      = 5
  | Super      = 0
  | Difficulty =
  | Notes      = The only reason to use 3MP over 6HP is that a delayed 3MP will create an airborne juggle state, which allows Zangief to do his OD Lariat -> OD Borscht combo in the corner.
  | Video      =
  |}}
}}


{{Character Subnav SF6 | chara=Zangief }}
{{Character Subnav SF6 | chara=Zangief }}

Revision as of 19:50, 16 June 2023


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; Lariat is not fully extended on the 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 > PP Anywhere (close) 1480 0 0
2LK > 5LP > PP Anywhere (close) 1570 0 0
2LK > 2LP > > 5LP > PPP Anywhere (close) 1890 2 0
2MP > PPP Anywhere 1900 0 0

Drive Rush

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
5LP/2LP > DR~2LP, 2MP > PP Anywhere 1812 / 1712 3 0 Drive Rush 2LP can help Zangief convert longer range light pokes into a Lariat knockdown.
2MP > DR~5MP > 5MP > 5MP Anywhere 2234 3 0 Extra frame advantage from Drive Rush allows 5MP to combo into its TC.
6HP > DR~6HP, 3MP > PP Anywheree 2917 3 0

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 Gief 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 Gief 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 combo into SA2, including doing raw/reversal SA2.

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
6HP > SA2 Anywhere 4060 0 2 SA2 with normal ender, for comparison purposes.
6HP > SA2[P], dash, 3MP, tk j.360KK Anywhere* 4440 2 2 In the corner, dash is not needed (although dashing may help you time the 3MP).
6HP > SA2[P], dash, 3MP > 236236K Anywhere* 4390 0 3 Again, dash not needed in corner.

Drive Impact

Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
DI, 360HP/360PP Anywhere 3270/3680 1 / 3 0 When comparing, keep in mind that SPD does not give oki the way most combos do.
DI, 63214HK/KK Anywhere 2990 / 3520 1 / 3 0 Leaves Zangief close enough for Drive Rush oki, unlike SPD.
DI, SA3 Anywhere 4320 (CA: 4670) 1 3
DI, 6HP > PP/PPP Anywhere 2520 / 2730 1 / 3 0 If you don't want to spend any resources, do this.
DI, 6HP > SA2, etc. Anywhere 3892+ 1+ 2 Damage shown is for normal finisher. Higher damages are possible by using SA2 to juggle (see SA2 combos).
DI, neutral jump j.8HP, land DR~3MP > PP Anywheere 2684 2 0 Slight addition to normal DI -> Lariat combo.
DI, dl.3MP > PPP, tk j.360KK Corner 4150 5 0 The only reason to use 3MP over 6HP is that a delayed 3MP will create an airborne juggle state, which allows Zangief to do his OD Lariat -> OD Borscht combo in the corner.


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