Street Fighter 6/Zangief/Data

From SuperCombo Wiki


Character Vitals

Zangief
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Zangief Portrait.png SF6 Zangief Face.png 11000 1.02 / 0.43 5+38+3 2.115 0.327
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.0364 22 1.007 1.725 1.455
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.025 25 0.712 1.406 3.040


Normals

Standing Normals

5LP
Zangief
zangief_5lp

5LP

Standing Light Punch
SF6 Zangief 5lp.png
SF6 Zangief 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
7(4) 3 9 18 16 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +8 +6 +6 +4
Punish Advantage Hit Advantage Block Advantage
+8 +4 +2
Notes
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
Zangief
zangief_5mp

5MP

Standing Medium Punch
SF6 Zangief 5mp.png
SF6 Zangief 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH TC 28
Startup Active Recovery Total Hitstun Blockstun
9 4 17 29 23 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +6 +2 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
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
Zangief
zangief_5hp

5HP

Standing Heavy Punch
SF6 Zangief 5hp.png
SF6 Zangief 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
(6~22)+10 3 22(24) 40(42) 28 22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 4-release (Upper Body) - 1 air 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
KD +32 +3 -3
Notes
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]
Zangief
zangief_5hp_hold

5[HP]

Standing Heavy Punch (hold)
File:SF6 Zangief 5hp hold.png
SF6 Zangief 5hp hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1400 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
32 3 22(24) 56(58) - 28
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
8000 [12000] 5000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 4-34 (Upper Body) - 1 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 KD +40 +7 - -
Punish Advantage Hit Advantage Block Advantage
HKD +54 KD +40 +3
Notes
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
Zangief
zangief_5lk

5LK

Standing Light Kick
SF6 Zangief 5lk.png
SF6 Zangief 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - 10% Starter LH Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
7 2 17 25 17 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +2 0 +7 +5
Punish Advantage Hit Advantage Block Advantage
+2 -2 -4
Notes
Very long range for a light normal (slightly longer than 5MP)
5MK
Zangief
zangief_5mk

5MK

Standing Medium Kick
SF6 Zangief 5mk.png
SF6 Zangief 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
10 4 19 32 24 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +5 0 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -4
Notes
Strong poke due to its range and hitbox priority
5HK
Zangief
zangief_5hk

5HK

Standing Heavy Kick
SF6 Zangief 5hk.png
SF6 Zangief 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 4 21 37 28 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [11000] 4000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
13-22 Air (Leg) - - 0 PC / 1 air 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 +7 +5 - -
Punish Advantage Hit Advantage Block Advantage
KD +51 Spin +3 +1
Notes
Cannot hit crouching opponents; Punish Counter puts opponents into free juggle state; puts airborne opponents into limited juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; good anti-air but slow to startup

Crouching Normals

2LP
Zangief
zangief_2lp

2LP

Crouching Light Punch
SF6 Zangief 2lp.png
SF6 Zangief 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
6(3) 2 8 15 16 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +10 +5 +6 +1
Punish Advantage Hit Advantage Block Advantage
+10 +6 +1
Notes
Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into
2MP
Zangief
zangief_2mp

2MP

Crouching Medium Punch
SF6 Zangief 2mp.png
SF6 Zangief 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
8 3 16 26 22 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +7 +3 +12 +8
Punish Advantage Hit Advantage Block Advantage
+7 +3 -1
Notes
Useful in combos due to its cancelability, especially into SA2; decent hitbox priority in neutral
2HP
Zangief
zangief_2hp

2HP

Crouching Heavy Punch
SF6 Zangief 2hp.png
SF6 Zangief 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
12 8 35 54 - 24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [11000] 4000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
10-19 Air (Head) - - 1 PC / 0 air 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41 KD +20 -15 - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +20 -19
Notes
Active frames 4-8 cannot hit grounded opponents, but can anti-air cross-ups; useful anti-air with slow startup; Punish Counter gives a higher juggle state, can follow up if it hits an opponent near max height; trading with air attacks can allow OD Borscht Dynamite or SA1 follow-up
2LK
Zangief
zangief_2lk

2LK

Crouching Light Kick
SF6 Zangief 2lk.png
SF6 Zangief 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
250 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
4(3) 3 12 18 15 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-13 +4 +1 - -
Punish Advantage Hit Advantage Block Advantage
+4 0 -3
Notes
Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; Zangief's only 4f normal
2MK
Zangief
zangief_2mk

2MK

Crouching Medium Kick
SF6 Zangief 2mk.png
SF6 Zangief 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 18 29 23 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +6 +2 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
Long-range low poke with incredible hitbox priority
2HK
Zangief
zangief_2hk

2HK

Crouching Heavy Kick
SF6 Zangief 2hk.png
SF6 Zangief 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - L - -
Startup Active Recovery Total Hitstun Blockstun
12 3 27 41 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 HKD +32 -9 - -
Punish Advantage Hit Advantage Block Advantage
HKD +45 HKD +32 -13
Notes
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

Jumping Normals

j.LP
Zangief
zangief_jlp

j.LP

Jumping Light Punch
SF6 Zangief jlp.png
SF6 Zangief jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 7 3 land - 15 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Decent air-to-air
j.MP
Zangief
zangief_jmp

j.MP

Jumping Medium Punch
SF6 Zangief jmp.png
SF6 Zangief jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 5 3 land - 18 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 CH/PC air 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state on counter-hit/Punish Counter
j.HP
Zangief
zangief_jhp

j.HP

Jumping Heavy Punch
SF6 Zangief jhp.png
SF6 Zangief jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 25 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents
j.LK
Zangief
zangief_jlk

j.LK

Jumping Light Kick
SF6 Zangief jlk.png
SF6 Zangief jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 10 3 land - 15 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; can be used as a fuzzy instant overhead
j.MK
Zangief
zangief_jmk

j.MK

Jumping Medium Kick
SF6 Zangief jmk.png
SF6 Zangief jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
8 8 3 land - 18 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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
Zangief
zangief_jhk

j.HK

Jumping Heavy Kick
SF6 Zangief jhk.png
SF6 Zangief jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 7 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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]
Zangief
zangief_jhk_hold

j.[HK]

Jumping Heavy Kick (hold)
File:SF6 Zangief jhk hold.png
SF6 Zangief jhk hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
32 6 30 land (oH/oB)
20(12) land (whiff)
- - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
32~ Projectile (Body) - - 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-48(-61) - - - -
Punish Advantage Hit Advantage Block Advantage
Wall Bounce +26(+58) Wall Splat +1(+33) -30(-43)
Notes
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)

Command Normals

3MP
Zangief
zangief_3mp

3MP

Hellstab
SF6 Zangief 3mp.png
SF6 Zangief 3mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 21
Startup Active Recovery Total Hitstun Blockstun
7 3 21 30 23 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
7-12 Air (Arm) - - 1 air 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +3 +1 +11 +9
Punish Advantage Hit Advantage Block Advantage
+3 -1 -3
Notes
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
Zangief
zangief_6mk

6MK

Knee Hammer
SF6 Zangief 6mk.png
SF6 Zangief 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 7 14 34 21 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [6000] 2500 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
7-23 Lower Body - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-13) +4(+10) 0(+6) - -
Punish Advantage Hit Advantage Block Advantage
+4(+10) 0(+6) -4(+2)
Notes
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
6HP
Zangief
zangief_6hp

6HP

Headbutt
SF6 Zangief 6hp.png
SF6 Zangief 6hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH Sp SA 19
Startup Active Recovery Total Hitstun Blockstun
14 5 15(17) 33(35) 26 24
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +10 +8 +14 +12
Punish Advantage Hit Advantage Block Advantage
+10 +6 +4
Notes
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; special/DR cancel is delayed until after 3rd active frame
6HK
Zangief
zangief_6hk

6HK

Cyclone Wheel Kick
SF6 Zangief 6hk.png
SF6 Zangief 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
22(24) 7(5) 25 53 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [11000] 3500 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
13-28 Lower Body - - 0 PC / 1 air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28(-24) KD +28(+30) -8(-4) - -
Punish Advantage Hit Advantage Block Advantage
KD +42(44) OTG KD +28(+30) -12(-8)
Notes
Long range overhead with high pushback (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 can only hit standing, 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
Zangief
zangief_3hk

3HK

Smetana Dropkick
SF6 Zangief 3hk.png
SF6 Zangief 3hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 4 40 59 - 26
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-26 Throw/Lower Body - - 0 PC / 1 Air 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-42 KD +21 -14 - -
Punish Advantage Hit Advantage Block Advantage
KD +60 Tumble (HKD +128 Wallsplat) KD +21 -18
Notes
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
Zangief
zangief_22mk

22MK

Power Stomp 1
SF6 Zangief 22mk.png
SF6 Zangief 22mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH TC 22
Startup Active Recovery Total Hitstun Blockstun
9 3 17 28 24 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +8 +1 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -3
Notes
Can perform TC follow-ups on whiff; does not hit low despite the animation; 2f blockstring gap between 22MK~MK TC hits
j.2HP
Zangief
zangief_j2hp

j.2HP

Flying Body Press
SF6 Zangief j2hp.png
SF6 Zangief j2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - Combo (2 hits) H - -
Startup Active Recovery Total Hitstun Blockstun
9 9 8 land - 27 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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
Zangief
zangief_j8hp

j.8HP

Flying Headbutt
SF6 Zangief j8hp.png
SF6 Zangief j8hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H Sp* -
Startup Active Recovery Total Hitstun Blockstun
8 4 3 land - 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 air 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Combos to j.360+KK when canceled; puts airborne opponents into limited juggle state; short range but good air-to-air hitbox

Target Combos

5MP~MP
Zangief
zangief_5mp_mp

5MP~MP

Machine Gun Chops 1
SF6 Zangief 5mp mp.png
SF6 Zangief 5mp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH TC 57~65(22)
Startup Active Recovery Total Hitstun Blockstun
9 4 20 32 26 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -6
Notes
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
Zangief
zangief_5mp_mp_mp

5MP~MP~MP

Machine Gun Chops 2
SF6 Zangief 5mp mp mp.png
SF6 Zangief 5mp mp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
15 3 32 49 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27 KD +27 -17
Notes
Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC
22MK~MK
Zangief
zangief_22mk_mk

22MK~MK

Power Stomps 2
SF6 Zangief 22mk mk.png
SF6 Zangief 22mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH TC 23
Startup Active Recovery Total Hitstun Blockstun
9 3 19 30 19 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -4
Notes
Combos from 22MK naturally, but requires counter-hit to continue into 3rd hit; 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
Zangief
zangief_22mk_mk_mk

22MK~MK~MK

Power Stomps 3
SF6 Zangief 22mk mk mk.png
SF6 Zangief 22mk mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA 50(19)
Startup Active Recovery Total Hitstun Blockstun
10 3 24 36 25 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - +14 +6
Punish Advantage Hit Advantage Block Advantage
+2 -2 -10
Notes
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

Throws

5LPLK
Zangief
zangief_5lplk

5LPLK

Bodyslam
SF6 Zangief 5lplk.png
SF6 Zangief 5lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200,600 (2040,600) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 1500,500 1800,200(1260,140) [3800,200(2660,140)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +22(+0) KD +22(+0) -
Notes
() 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
Zangief
zangief_4lplk

4LPLK

Capture Suplex
SF6 Zangief 4lplk.png
SF6 Zangief 4lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1400 (2380) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +8 KD +8 -
Notes
Switches sides; can manually time throw oki after back throwing opponent into corner
6LPLK
Zangief
zangief_6lplk

6LPLK

German Suplex
SF6 Zangief 6lplk.png
SF6 Zangief 6lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1500 (2550) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +10 KD +10 -
Notes
High damage, but poor oki
3LPLK
Zangief
zangief_3lplk

3LPLK

Spinebuster
SF6 Zangief 3lplk.png
SF6 Zangief 3lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +33 KD +33 -
Notes
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
Zangief
zangief_1lplk

1LPLK

Russian Drop
SF6 Zangief 1lplk.png
SF6 Zangief 1lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1500 (2550) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +9 KD +9 -
Notes
Switches sides; recovers too far away for any follow-up oki
2LPLK
Zangief
zangief_2lplk

2LPLK

Brain Buster
SF6 Zangief 2lplk.png
SF6 Zangief 2lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1500 (2550) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +14 KD +14 -
Notes
Switches sides; no follow-up throw oki after putting opponent into corner, but can connect with meaty strike

Drive Moves

HPHK
Zangief
zangief_hphk

HPHK

Double Russian Chop
SF6 Zangief hphk.png
SF6 Zangief hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Zangief
zangief_6hphk

6HPHK

Reverse Russian Kick
SF6 Zangief 6hphk.png
SF6 Zangief 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
Zangief
zangief_mpmk

MPMK

Drive Parry
SF6 Zangief mpmk.png
SF6 Zangief mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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.
66
Zangief
zangief_66

66

Drive Rush
SF6 Zangief 66.png
SF6 Zangief 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.327 (min/throw), 1.455 (min/block), 3.040 (max/final DR frame)

Special Moves

Double Lariat

PP
Zangief
zangief_pp

PP

Double Lariat
SF6 Zangief pp.png
SF6 Zangief pp hitbox1.pngSF6 Zangief pp hitbox2.pngSF6 Zangief pp hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300x4 - LH SA3 18
Startup Active Recovery Total Hitstun Blockstun
15 2(3)2(4)2(8)2(6)2 27 72 - 17(46 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000x4 [5000] 2000 (2000x4) 1150 (805) 575x4 (287x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-16 Air, 6-45 Projectile - - 10 10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27(-56) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +27(+56) KD +27(+56) -12(-41)
Notes
First hit can anti-air but cannot hit cross-ups; head hurtbox disappears on frames 1-5 of startup, then further shrinks hurtbox on frames 6-16; all hits (except 1st) whiff vs. crouch (only connects once on hit); can hold left/right to move during animation; cancel into SA3 is only useful vs. armor
PPP
Zangief
zangief_ppp

PPP

Double Lariat
SF6 Zangief ppp.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,1000 (1500) 125,250x4 (375/1125) - LH SA2 SA3 (1st) 18
Startup Active Recovery Total Hitstun Blockstun
12 2(2)2(3)2(6)2(4)2 26 62 - 21(40 total)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000x5 [5000] -20000 650,500 (455,350) 325,250x4 (162,125x4) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-13 Air, 1-36 Projectile - - 1,10 1,10
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25(-49) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38(+57) KD +38(+57) -11(-30)
Notes
First hit can anti-air but cannot hit cross-ups; head hurtbox disappears on frames 1-5 of startup, then further shrinks hurtbox on frames 6-13; can hold left/right to move during animation; 2 hits vs. crouch block or on hit, 5 hits vs. stand block; 1st hit crumples grounded opponents (allows SA3 combo); faster startup makes it more consistent than meterless Lariat in combos; in juggles, can combo into j.360+KK or SA1 if the juggling hits are staggered

Screw Piledriver

360+LP
Zangief
zangief_360lp

360+LP

Screw Piledriver
SF6 Zangief 360lp.png
SF6 Zangief 360lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2500 (2875) - 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 54 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +30 HKD +30 -
Notes
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.62; longest range SPD but least damage
360+MP
Zangief
zangief_360mp

360+MP

Screw Piledriver
File:SF6 Zangief 360mp.png
SF6 Zangief 360mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2900 (3335) - 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 54 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +28 HKD +28 -
Notes
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.47; middle ground for range and damage
360+HP
Zangief
zangief_360hp

360+HP

Screw Piledriver
File:SF6 Zangief 360hp.png
SF6 Zangief 360hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3300 (3795) - 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 54 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +28 HKD +28 -
Notes
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.22; highest damage for meterless SPD but shortest range
360+PP
Zangief
zangief_360pp

360+PP

Screw Piledriver
SF6 Zangief 360pp.png
SF6 Zangief 360pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3400 (3910) - - T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 54 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +28 HKD +28 -
Notes
Can be input up to 6th jump frame, allowing jump cancel SPD to beat throws; () refers to Punish Counter damage; Range: 1.52; highest damage SPD, slightly less range than LP version

Borscht Dynamite

j.360+K
Zangief
zangief_j360k

j.360+K

Borscht Dynamite
SF6 Zangief j360k.png
SF6 Zangief j360k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2900 (3260) - - T - -
Startup Active Recovery Total Hitstun Blockstun
4 3 21(36)+16 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 HKD +19 -
Notes
Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; () refers to Punish Counter damage; Range: 1.46; Zangief is in a crouching state during landing recovery
j.360+KK
Zangief
zangief_j360kk

j.360+KK

Borscht Dynamite
SF6 Zangief j360kk.png
SF6 Zangief j360kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 (3375) - 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
4 3 21(36)+16 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +19 HKD +19 -
Notes
Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; can be juggled into; () refers to Punish Counter damage; Range: 1.64; Zangief is in a crouching state during landing recovery

Russian Suplex

63214K (Close)
Zangief
zangief_63214k_close

63214K (Close)

Russian Suplex
SF6 Zangief 63214k close.png
SF6 Zangief 63214k close hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2900 (3335) - 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
10 2 50 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 1250,3750 (5000) 1000,2300 (700,1610) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +26 HKD +26 -
Notes
Only activates from close proximity; Range: 1.14; switches sides on hit; () refers to Punish Counter damage
63214KK (Close)
Zangief
zangief_63214kk_close

63214KK (Close)

Russian Suplex
SF6 Zangief 63214kk close.png
SF6 Zangief 63214k close hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3200 (3680) - - T - -
Startup Active Recovery Total Hitstun Blockstun
10 2 50 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 1000,4000 (700,2800) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +27 HKD +27 -
Notes
Only activates from close proximity; Range: 1.14; switches sides on hit; () refers to Punish Counter damage

Siberian Express

63214K (Mid)
Zangief
zangief_63214k_mid

63214K (Mid)

Siberian Express
File:SF6 Zangief 63214k mid.png
SF6 Zangief 63214k mid hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2700 (3105) - - T - -
Startup Active Recovery Total Hitstun Blockstun
28 2 41 70 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 HKD +29 -
Notes
Activates when out of Russian Suplex range but within ~1/2 screen; less damage than Suplex but better KD Adv. and no side switch; () refers to Punish Counter damage; Run Speed: 0.086
63214KK (Mid)
Zangief
zangief_63214kk_mid

63214KK (Mid)

Siberian Express
File:SF6 Zangief 63214kk mid.png
SF6 Zangief 63214kk mid hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 (3450) - - T - -
Startup Active Recovery Total Hitstun Blockstun
23 2 44 68 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 HKD +29 -
Notes
Activates when out of Russian Suplex range but within ~1/2 screen; less damage than Suplex but better KD Adv. and no side switch; () refers to Punish Counter damage; Run Speed: 0.086
63214K (Far)
Zangief
zangief_63214k_far

63214K (Far)

Siberian Express
SF6 Zangief 63214k far.png
SF6 Zangief 63214k far hitbox1.pngSF6 Zangief 63214k far hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2700 (3105) - - T - -
Startup Active Recovery Total Hitstun Blockstun
55(81) 2 40 96(123) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 5000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 11~ - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 HKD +29 -
Notes
Activates from beyond ~1/2 screen; armor lasts until throw becomes active; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage; immediately transitions to grab animation after absorbing a strike; Run Speed: 0.094 (31-37f) / 0.090 (38f~) / 0.099 (close proximity)
63214KK (Far)
Zangief
zangief_63214kk_far

63214KK (Far)

Siberian Express
SF6 Zangief 63214kk far.png
SF6 Zangief 63214k far hitbox1.pngSF6 Zangief 63214k far hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3000 (3450) - - T - -
Startup Active Recovery Total Hitstun Blockstun
54(81) 2 40 95(123) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3300 (2310) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 3~ (2-hit) - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 HKD +29 -
Notes
Activates from beyond ~1/2 screen; 2-hit armor lasts until throw becomes active; startup increases at farther range; Zangief throws his arms up at the beginning, creating a noticeable visual cue; () refers to Punish Counter damage; immediately transitions to grab animation after absorbing a strike; Run Speed: 0.045 (28-30f) / 0.094 (31-37f) / 0.090 (38f~) / 0.099 (close proximity)

Tundra Storm

22HK
Zangief
zangief_22hk

22HK

Tundra Storm
SF6 Zangief 22kk.png
SF6 Zangief 22kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2400 - - - - -
Startup Active Recovery Total Hitstun Blockstun
6 50 24 79 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 10000 15000 2000 (1400) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +5 HKD +5 -
Notes
Counter is active 6-55f; only activates vs. kick attacks that connect with the hitbox between Zangief's arms (can work against normals, specials, and Drive moves); cannot counter low-hitting kicks; on successful counter, the attack uses a throw hitbox, causing it to whiff vs. airborne or throw invincible opponents

Super Arts

236236K
Zangief
zangief_236236k

236236K

Aerial Russian Slam
SF6 Zangief 236236k.png
SF6 Zangief 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3500 - 30% Minimum; 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
11 7 13+47 land 77 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 5000 - -10000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-17 Full - 2-30 (FKD) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +29 HKD +29 -
Notes
Can only hit airborne opponents; cannot anti-air cross-ups
236236P
Zangief
zangief_236236p

236236P

Cyclone Lariat
SF6 Zangief 236236p.png
SF6 Zangief 236236p hitbox1.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
3160(3060) 50x9,300 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
18 102 52 171 - 119 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 (180,480x9,500) 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-18 Full, 19-119 Projectile Break - 1,1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-53 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +5(+1) HKD +5(+1) -35
Notes
Switches sides on hit; can hold forward/back on hit to move in that direction, dealing 100 less damage; holding forward keeps opponent on the same side with 4f worse KD Advantage; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; can hold button for a fully charged launching version; plays out the held version on block or when juggled into; active frame distribution: vacuum 91f, juggle 1(4)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33
236236[P]
Zangief
zangief_236236p_hold_p

236236[P]

Cyclone Lariat (hold P)
SF6 Zangief 236236p hold.png
SF6 Zangief 236236p hold hitbox1.pngSF6 Zangief 236236p hold hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
0,60x9,560 (1100) 50x9,300 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
18 105 25(52) 172 - 122 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 (180,480x9,500) 10000 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-18 Full, 19-122 Projectile Break - 0 1,1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-53 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +87 Launch KD +87 Launch -35
Notes
Launches opponent into free juggle state on grounded hit, limited juggle state if juggled into; too slow to work as a reversal against many attacks, but half-screen suction makes it powerful as a projectile counter; 25f recovery on hit, 52f recovery on whiff/block; active frame distribution: vacuum 94f, juggle 3(5)2(7)2(8)2(7)2(8)2(9)2(7)2(9)2(8)3 starting on frame 33
720+P
Zangief
zangief_720+p

720+P

Bolshoi Storm Buster
SF6 Zangief 720+p.png
SF6 Zangief 720+p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4800 - 50% Minimum; 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
6+0 2 116 123 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 15000 - -30000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-7 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +26 HKD +26 -
Notes
Command grab Super; opponent cannot jump after the freeze; can only be comboed into with OD Lariat (1st hit), Punish Counter 3HK wall splat, or grounded crumple state; cinematic time regenerates ~2.2 Drive bars for Zangief; Range: 1.56 (2nd active frame, jumpable: 1.60)
720+P (CA)
Zangief
zangief_720+p(ca)

720+P

Bolshoi Storm Buster (CA)
SF6 Zangief 720+p(ca).png
SF6 Zangief 720+p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
5300 - 50% Minimum; 10% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
6+0 2 116 123 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- 20000 - -30000 - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-7 Full - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +26 HKD +26 -
Notes
Command grab Super; opponent cannot jump after the freeze; can only be comboed into with OD Lariat (1st hit), Punish Counter 3HK wall splat, or grounded crumple state; available at 25% HP or below; cinematic time regenerates ~2.7 Drive bars for Zangief; Range: 1.61 (2nd active frame, jumpable: 1.65)

Taunts

5PPPKKK
Zangief
zangief_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Zangief 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
194 (total) - - 194 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"My beautiful body is built better!"
6PPPKKK
Zangief
zangief_6pppkkk

6PPPKKK

Forward Taunt
SF6 Zangief 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
227 (total) - - 227 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You'd be right at home in the ring!"
4PPPKKK
Zangief
zangief_4pppkkk

4PPPKKK

Back Taunt
SF6 Zangief 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
202 (total) - - 202 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You're lacking, just bring it!"
2PPPKKK
Zangief
zangief_2pppkkk

2PPPKKK

Down Taunt
SF6 Zangief 2pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
210 (total) - - 210 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"The power of Zangief is limitless!"



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