STREET FIGHTER 6
MAX DATABASE
ザンギエフ
70 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
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
Standing Medium Punch
5MP5M
Cancel TC
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
Standing Heavy Punch
5HP5H
Cancel -
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
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Very long range for a light normal (slightly longer than 5MP)
Standing Medium Kick
5MK5M
Notes Strong poke due to its range and hitbox priority
Standing Heavy Kick
5HK5H
Notes Cannot hit crouching opponents; puts airborne opponents into limited juggle state; Punish Counter puts grounded/airborne opponents into free juggle state; extends a hurtbox 1f before active that is vulnerable to projectiles; good anti-air but slow to startup
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; topmost hurtbox on frames 1-7 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Useful in combos due to its cancelability, especially into SA2; decent hitbox priority in neutral; topmost hurtbox is vulnerable only to aerial strikes on frames 1-7 (preventing its use as an anti-air), and is projectile invincible on frames 1-15 to avoid High Tiger Shot (frames 16-26 are still vulnerable)
Crouching Heavy Punch
2HP2H
Notes Active frames 4-8 cannot hit grounded opponents, but can anti-air cross-ups; useful anti-air with slow startup; puts airborne opponents into limited juggle state; Punish Counter puts grounded/airborne opponents into free juggle state, followed by OTG bounce which can be followed up with Drive Rush buttons midscreen or an auto-timed 3MP in the corner
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK with no blockstring gap into 2LP/2LK; 3f startup when chained into; Zangief's only 4f normal
Crouching Medium Kick
2MK2M
Notes Long-range low poke with incredible hitbox priority; can confirm into 3MP after a Drive Rush starter
Big Stampede
2HK2H
Notes Long-range sweep; has some natural juggle potential without Drive Rush; Punish Counter causes a Hard Knockdown
Brain Buster
2LPLK2LPL
Notes Switches sides; no follow-up throw oki after putting opponent into corner, but can connect with meaty strike; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Standing Heavy Punch (hold)
5[HP]
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
Machine Gun Chops 2
5MP~MP~MP5MP~MP~M
Notes Combos naturally from 5MP~MP; can be performed on whiff; 7f blockstring gap between 2nd and 3rd hits of TC; puts airborne opponents into limited juggle state
Double Lariat
PPP
Cancel SA2 SA3 (1st)
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; connects twice on hit, 5 times vs. stand block (true blockstring), or 3 times vs. crouch block (1f gap between final 2 hits if not in Burnout); fairly strong chip-out tool on burned out opponents (high pushback on block makes it very difficult for most characters to punish when the final hit is spaced out); 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; 1st active frame of 2nd hit only connects on grounded opponents
Smetana Dropkick
3HK3H
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)
Spinebuster
3LPLK3LPL
Notes Gives access to corner throw loop, but less damaging throw overall; can still give decent oki even midscreen (but no throw loop without Drive Rush); a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Knee Hammer
6MK6M
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; extends a wide hurtbox from frame 2 onward making it susceptible to counterpokes
Headbutt
6HP6H
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 spike knockdown; special/DR cancel is delayed until after 3rd active frame
Cyclone Wheel Kick
6HK6H
Notes Long range overhead with high pushback (moves back during recovery and 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 whiff on crouching opponents unless they extend a vertical hurtbox, 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
Russian Suplex
63214K (Close)
Notes Only activates from close proximity; switches sides on hit; () refers to Punish Counter damage
63214KK (Close)
Jumping Light Punch
j.LPj.L
Notes Decent air-to-air
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state on counter-hit/Punish Counter; lower body projectile invuln 8-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead
Jumping Medium Kick
j.MKj.M
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); lower body projectile invuln 8-25f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Can be held for a powered up version (holding less than 20f gives a regular j.HK with delayed timing); long horizontal range; lower body projectile invuln 10-21f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Flying Body Press
j.2HPj.2H
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); legs (behind Zangief) are projectile invuln 9f~land
Flying Headbutt
j.8HPj.8H
Cancel Sp
Notes Combos to j.360+KK when canceled; puts airborne opponents into limited juggle state; short range but good air-to-air hitbox
Russian Drop
1LPLK1LPL
Notes Switches sides; recovers too far away for any follow-up oki; a successful Throw Escape builds 0.5 Drive bars for the defender; Throw Escape is awarded to a random player if input simultaneously
Screw Piledriver
360+LP360+L
Notes Can be input up to 6th jump frame; () refers to Punish Counter damage; longest range SPD but least damage
Borscht Dynamite
j.360+K
Notes Can be performed on first airborne jump frame (very low to the ground); grabs airborne opponents only; () refers to Punish Counter damage; Zangief is in a crouching state during landing recovery; juggle-only hitbox expands to match the OD version in combos
j.360+KK
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; Zangief is in a crouching state during landing recovery
Tundra Storm
22HK22H
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
Power Stomp 1
22MK22M
Notes Can perform TC follow-ups on whiff; 2f blockstring gap between 22MK~MK TC hits
Power Stomps 3
22MK~MK~MK22MK~MK~M
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
PP
Cancel SA3
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; final hit puts opponent into free juggle state (useful combo starter after stun)
360+HP360+H
Notes Can be input up to 6th jump frame; () refers to Punish Counter damage; highest damage for meterless SPD but shortest range
Siberian Express
63214K (Mid)
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
360+MP360+M
Notes Can be input up to 6th jump frame; () refers to Punish Counter damage; middle ground for range and damage
360+PP
Notes Can be input up to 6th jump frame; () refers to Punish Counter damage; highest damage SPD, slightly less range than LP version
63214K (Far)
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)
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 or after absorbing strike)
Aerial Russian Slam
236236K
Notes Can only hit airborne opponents; cannot anti-air cross-ups
Cyclone Lariat
236236P
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
Bolshoi Storm Buster
720+P
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)