Street Fighter 6/Zangief/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Zangief HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Zangief Portrait.png 11000 1.02 0.0364 0.025 22 25 1.007 0.712 5+38+3 1.725 1.406 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 400 7(4) 3 9 18 +4 +2 LH Chn Sp SA 13
5MP 700 9 4 17 29 +2 -2 LH TC 28
5HP 1000 (6~22)+10 3 22(24) 40(42) +3 -3 LH -
5[HP] 1400 32 3 22(24) 56(58) KD +40 +3 LH -
5LK 400 7 2 17 25 -2 -4 LH Sp SA 13
5MK 800 10 4 19 32 +1 -4 LH -
5HK 1000 13 4 21 37 +3 +1 LH -
2LP 300 6(3) 2 8 15 +6 +1 LH Chn Sp SA 12
2MP 700 8 3 16 26 +3 -1 LH Sp SA 15
2HP 1000 12 8 35 54 KD +20 -19 LH -
2LK 250 4(3) 3 12 18 0 -3 L Chn
2MK 700 9 3 18 29 +2 -2 L -
2HK 1000 12 3 27 41 HKD +32 -13 L -
j.LP 300 5 7 3 land - - - H -
j.MP 700 8 5 3 land - - - H -
j.HP 800 9 6 3 land - - - H -
j.LK 300 5 10 3 land - - - H -
j.MK 500 8 8 3 land - - - H -
j.HK 800 10 7 3 land - - - H -
j.[HK] 1500 32 6 30 land (oH/oB)
20(12) land (whiff)
- Wall Splat +1(+33) -30(-43) H -
3MP 800 7 3 21 30 -1 -3 LH Sp SA 21
6MK 600 14 7 14 34 0(+6) -4(+2) LH -
6HP 900 14 5 15(17) 33(35) +6 +4 LH Sp SA 19
6HK 1300 22(24) 7(5) 25 53 KD +28(+30) -12(-8) H -
3HK 1000 16 4 40 59 KD +21 -18 LH -
22MK 500 9 3 17 28 +4 -3 LH TC 22
j.2HP 800 9 9 8 land - - - H -
j.8HP 800 8 4 3 land - - - H Sp*
5MP~MP 600 9 4 20 32 +2 -6 LH TC 57~65(22)
5MP~MP~MP 900 15 3 32 49 KD +27 -17 LH -
22MK~MK 500 9 3 19 30 -3 -4 LH TC 23
22MK~MK~MK 700 10 3 24 36 -2 -10 LH Sp SA 50(19)

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -10 +6 +4 16 14 9
5MP +6 -19 23 19 11
5HP KD +32 -23 28 22 13
5[HP] HKD +54 -23 28 13
5LK 10% Starter +2 -17 +7 +5 17 15 9
5MK +5 -21 24 19 11
5HK KD +51 Spin -23 28 26 13
2LP 10% Starter +10 -8 +6 +1 16 11 9
2MP +7 -17 +12 +8 22 18 11
2HP KD +33 -41 24 13
2LK 10% Starter +4 -13 15 12 9
2MK +6 -19 23 19 11
2HK HKD +45 -28 17 14
j.LP -2 15 12 9
j.MP -2 18 15 11
j.HP -2 25 17 13
j.LK -2 15 12 9
j.MK -2 18 15 11
j.HK -2 19 15 13
j.[HK] Wall Bounce +26(+58) -48(-61) 20 20
3MP +3 -22 +11 +9 23 21 11
6MK +4(+10) -19(-13) 21 17 11
6HP +10 -18 +14 +12 26 24 13
6HK KD +42(44) OTG -28(-24) 18 13
3HK KD +60 Tumble (HKD +128 Wallsplat) -42 26 13
22MK +8 -18 24 17 11
j.2HP Combo (2 hits) -7 27 23 13
j.8HP -2 25 20 13
5MP~MP +6 -22 26 18 11
5MP~MP~MP KD +27 -33 18 11
22MK~MK +1 -20 19 18 11
22MK~MK~MK +2 -25 +14 +6 25 17 12

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 5000 [6000] 2500 500 (350) 250 (125)
5HP 6000 [8000] 3500 1000 (700) 500 (250)
5[HP] 8000 [12000] 5000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 5000 [6000] 2500 700 (490) 350 (175)
5HK 7000 [11000] 4000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 5000 [6000] 2500 500 (350) 250 (125)
2HP 7000 [11000] 4000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 5000 [6000] 2500 600 (420) 300 (150)
2HK 4000 [10000] 3500 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 3000 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
j.[HK] 4000 [10000] 2000 1000 (700) 500 (250)
3MP 5000 [6000] 2500 500 (350) 250 (125)
6MK 5000 [6000] 2500 700 (490) 350 (175)
6HP 6000 [8000] 3500 500 (350) 250 (125)
6HK 4000 [11000] 3500 1000 (700) 500 (250)
3HK 6000 [10000] 2000 1000 (700) 500 (250)
22MK 2500 [4000] 1000 700 (490) 350 (175)
j.2HP 4000 [5000] 2000 1000 (700) 500 (250)
j.8HP 4000 [8000] 2000 1000 (700) 500 (250)
5MP~MP 2500 [4000] 1000 500 (350) 250 (125)
5MP~MP~MP 2500 [4000] 1000 500 (350) 250 (125)
22MK~MK 2500 [4000] 1000 700 (490) 350 (175)
22MK~MK~MK 2500 [4000] 1000 700 (490) 350 (175)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP 1 0
5MP 1 0
5HP 4-release (Upper Body) 1 air 1 0
5[HP] 4-34 (Upper Body) 1 1 0
5LK 1 0
5MK 1 0
5HK 13-22 Air (Leg) 0 PC / 1 air 1 0
2LP 1 0
2MP 1 0
2HP 10-19 Air (Head) 1 PC / 0 air 0 0
2LK 1 0
2MK 1 0
2HK 1
j.LP 1 0
j.MP 1 CH/PC air 1 0
j.HP 1 air 0 0
j.LK 1 0
j.MK 1 0
j.HK 0 0
j.[HK] 32~ Projectile (Body) 0
3MP 7-12 Air (Arm) 1 air 1 0
6MK 7-23 Lower Body 1 0
6HP 1 air 1 0
6HK 13-28 Lower Body 0 PC / 1 air 1
3HK 5-26 Throw/Lower Body 0 PC / 1 Air 1
22MK 1 0
j.2HP 0
j.8HP 1 air 0 0
5MP~MP 1 0
5MP~MP~MP 1 0
22MK~MK 0
22MK~MK~MK

input Notes
input Notes
5LP 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 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 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] 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 Very long range for a light normal (slightly longer than 5MP)
5MK Strong poke due to its range and hitbox priority
5HK 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
2LP Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into
2MP Useful in combos due to its cancelability, especially into SA2; decent hitbox priority in neutral
2HP 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 Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; Zangief's only 4f normal
2MK Long-range low poke with incredible hitbox priority
2HK 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
j.LP Decent air-to-air
j.MP Puts airborne opponents into limited juggle state on counter-hit/Punish Counter
j.HP Causes spike knockdown vs. airborne opponents
j.LK Cross-up; can be used as a fuzzy instant overhead
j.MK 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 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] 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)
3MP 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 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 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 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 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 Can perform TC follow-ups on whiff; does not hit low despite the animation; 2f blockstring gap between 22MK~MK TC hits
j.2HP 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 Combos to j.360+KK when canceled; puts airborne opponents into limited juggle state; short range but good air-to-air hitbox
5MP~MP 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 Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC
22MK~MK 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 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

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
5LPLK 1200,600 (2040,600) 5 3 23 30 KD +22(+0) - T
4LPLK 1400 (2380) 5 3 23 30 KD +8 - T
6LPLK 1500 (2550) 5 3 23 30 KD +10 - T
3LPLK 1200 (2040) 5 3 23 30 KD +33 - T
1LPLK 1500 (2550) 5 3 23 30 KD +9 - T
2LPLK 1500 (2550) 5 3 23 30 KD +14 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
5LPLK 20% Immediate HKD +22(+0)
4LPLK 20% Immediate HKD +8
6LPLK 20% Immediate HKD +10
3LPLK 20% Immediate HKD +33
1LPLK 20% Immediate HKD +9
2LPLK 20% Immediate HKD +14
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
5LPLK [10000] 1500,500 1800,200(1260,140) [3800,200(2660,140)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
6LPLK [10000] 2000 2000(1400) [4000(2800)]
3LPLK [10000] 2000 2000(1400) [4000(2800)]
1LPLK [10000] 2000 2000(1400) [4000(2800)]
2LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
5LPLK
4LPLK
6LPLK
3LPLK
1LPLK
2LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
5LPLK () 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 Switches sides; can manually time throw oki after back throwing opponent into corner
6LPLK High damage, but poor oki
3LPLK 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 Switches sides; recovers too far away for any follow-up oki
2LPLK Switches sides; no follow-up throw oki after putting opponent into corner, but can connect with meaty strike
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
PP 1200 15 2(3)2(4)2(8)2(6)2 27 72 KD +27(+56) -12(-41) LH SA3 18
PPP 500,1000 (1500) 12 2(2)2(3)2(6)2(4)2 26 62 KD +38(+57) -11(-30) LH SA2 SA3 (1st) 18
360+LP 2500 (2875) 5 3 54 61 HKD +30 - T -
360+MP 2900 (3335) 5 3 54 61 HKD +28 - T -
360+HP 3300 (3795) 5 3 54 61 HKD +28 - T -
360+PP 3400 (3910) 5 3 54 61 HKD +28 - T -
j.360+K 2900 (3260) 4 3 21(36)+16 land - HKD +19 - T -
j.360+KK 3000 (3375) 4 3 21(36)+16 land - HKD +19 - T -
63214K (Close) 2900 (3335) 10 2 50 61 HKD +26 - T -
63214KK (Close) 3200 (3680) 10 2 50 61 HKD +27 - T -
63214K (Mid) 2700 (3105) 28 2 41 70 HKD +29 - T -
63214KK (Mid) 3000 (3450) 23 2 44 68 HKD +29 - T -
63214K (Far) 2700 (3105) 55(81) 2 40 96(123) HKD +29 - T -
63214KK (Far) 3000 (3450) 54(81) 2 40 95(123) HKD +29 - T -
22HK 2400 6 50 24 79 HKD +5 - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
PP 300x4 KD +27(+56) -27(-56) 17(46 total) 15x4
PPP 125,250x4 (375/1125) KD +38(+57) -25(-49) 21(40 total) 15x5
360+LP 10% Immediate HKD +30
360+MP 10% Immediate HKD +28
360+HP 10% Immediate HKD +28
360+PP HKD +28
j.360+K HKD +19
j.360+KK 10% Immediate HKD +19
63214K (Close) 10% Immediate HKD +26
63214KK (Close) HKD +27
63214K (Mid) HKD +29
63214KK (Mid) HKD +29
63214K (Far) HKD +29
63214KK (Far) HKD +29
22HK HKD +5

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
PP 4000x4 [5000] 2000 (2000x4) 1150 (805) 575x4 (287x4)
PPP 4000x5 [5000] -20000 650,500 (455,350) 325,250x4 (162,125x4)
360+LP [10000] 5000 3300 (2310)
360+MP [10000] 5000 3300 (2310)
360+HP [10000] 5000 3300 (2310)
360+PP [10000] -20000 3300 (2310)
j.360+K [10000] 5000 3300 (2310)
j.360+KK [10000] -20000 3300 (2310)
63214K (Close) [10000] 1250,3750 (5000) 1000,2300 (700,1610)
63214KK (Close) [10000] -20000 1000,4000 (700,2800)
63214K (Mid) [10000] 5000 3300 (2310)
63214KK (Mid) [10000] -20000 3300 (2310)
63214K (Far) [10000] 5000 3300 (2310)
63214KK (Far) [10000] -20000 3300 (2310)
22HK 10000 15000 2000 (1400)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
PP 6-16 Air, 6-45 Projectile 10 10
PPP 6-13 Air, 1-36 Projectile 1,10 1,10
360+LP
360+MP
360+HP
360+PP
j.360+K Until Land (FKD)
j.360+KK Until Land (FKD)
63214K (Close)
63214KK (Close)
63214K (Mid)
63214KK (Mid)
63214K (Far) 11~
63214KK (Far) 3~ (2-hit)
22HK

input Notes
input Notes
PP 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 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
360+LP 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 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 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 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
j.360+K 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 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
63214K (Close) Only activates from close proximity; Range: 1.14; switches sides on hit; () refers to Punish Counter damage
63214KK (Close) Only activates from close proximity; Range: 1.14; switches sides on hit; () refers to Punish Counter damage
63214K (Mid) 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) 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) 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) 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)
22HK 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

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 3500 11 7 13+47 land 77 HKD +29 - T
236236P 3160(3060) 18 102 52 171 HKD +5(+1) -35 LH
236236[P] 0,60x9,560 (1100) 18 105 25(52) 172 KD +87 Launch -35 LH
720+P 4800 6+0 2 116 123 HKD +26 - T
720+P 5300 6+0 2 116 123 HKD +26 - T

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 30% Minimum; 20% Immediate HKD +29
236236P 50x9,300 (750) 40% Minimum HKD +5(+1) -53 119 total 0,4x9,15
236236[P] 50x9,300 (750) 40% Minimum KD +87 Launch -53 122 total 0,4x9,15
720+P 50% Minimum; 10% Immediate HKD +26
720+P 50% Minimum; 10% Immediate HKD +26

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 5000 -10000
236236P 5000 (180,480x9,500) 10000 -20000 -20000
236236[P] 5000 (180,480x9,500) 10000 -20000 -20000
720+P 15000 -30000
720+P 20000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1-17 Full 2-30 (FKD)
236236P 1-18 Full, 19-119 Projectile Break 1,1 1
236236[P] 1-18 Full, 19-122 Projectile Break 0 1,1 1
720+P 1-7 Full
720+P 1-7 Full

input Notes
input Notes
236236K Can only hit airborne opponents; cannot anti-air cross-ups
236236P 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] 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 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 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)



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu