Thanks to WorstGiefEver for updating all of this.
**Zangief’s Combos
Blue text is for new additions to the list.
Green text is for combos that do the most damage or stun.
Ground Combos**
Crouching lp, crouching lp, crouching lp, standing mp**
Damage: 20+20+(20*.8)+(70*.7) = 105
Stun: 210
Crouching lk, crouching lk, crouching lk, standing mp**
Damage: 40+40+(40*.8)+(70*.7) = 161
Stun: 210
Far standing short xx ex green hand(aka toe xx hand)
Damage: 30+130 = 160
Stun: 150
Antiair trade/fadc punch lariat, ex green hand (1 hit)
Damage: 120+50 = 170
Stun: 200
LP spinning piledriver(aka spd)
Damage: 170
Stun: 100
Running bear grab(aka far 360+k)
Damage: 200
Stun: 150
Late kick lariat, ex hand (1 hit)
Damage: 130+50 = 180
Stun: 200
Late punch lariat, ex hand (1 hit)
Damage: 140+50 = 190
Stun: 250
MP spd
Damage: 200
Stun: 150
EX spd
Damage: 200
Stun: 150
EX far 360+k
Damage: 220
Stun: 200
Crouching lp, crouching lk, crouching lk, crouching lk xx ex hand*, **
Damage: 20+40+(40*.8)+(40*.7)+(130*.6) = 198
Stun: 235
Atomic suplex(aka close 360+k)
Damage: 220
Stun: 200
Crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, **
Damage: 40+40+(40*.8)+(40*.7)+(130*.6) = 218
Stun: 235
HP spd
Damage: 230
Stun: 200
Crouching lp, close standing mp/mk xx ex hand
Damage: 20+90+(.8*130) = 214
Stun: 230
Crouching lp, crouching lp, far standing mp, far standing lk xx ex hand
Damage: 20+20+(.870)+(.730)+(.6*130) = 195
I was not able to do this, cr.lp pushed gief too far away to connect standing LK after far standing MP. Apparently it is still possible.**
Close standing mp/mk xx ex hand
Damage: 90+130 = 220
Stun: 200
EX close 360+k
Damage: 240
Stun: 200
Crouching lk, crouching lk, far standing mp, far standing lk xx ex hand
Damage: 40+40+(.870)+(.740)+(30*.7)+(.6*130) = 235
Stun: 275**
Crossup Combos
HP splash, crouching lk xx kick lariat
Damage: 110+40+(110*.8) = 228
Stun: 280
HP splash, crouching lp, crouching lp, crouching lp, standing mp**
Damage: 100+20+(20*.8)+(20*.7)+(70*.6) = 192
Stun: 335
HP splash, crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, **
Damage: 110+40+(40*.8)+(40*.7)+(40*.6)+(160*.5) = 289
Stun: 355
HP splash, crouching lp, crouching lp, far standing mp, standing lk xx ex hand
Damage: 100+20+(20*.8)+(70*.7)+(30*.6)+(130*.5) = 268
Stun: 390
HP splash, close standing lp, close standing lp, standing lk, standing lk xx ex hand
Damage:100+40+(40*.8)+(40*.7)+(30*.6)+(30*.5)+(130*.4) = 276
Stun: 355
Fierce splash, crouching lk, far standing mp, crouching lk xx ex hand
Damage: 100+40+(70.8)+(40.7)+(130*.6) = 302**
I could not do the above combo; the second cr.lk would not reach apparently it still works so I updated the damage info. I replaced the second cr.lk with standing lk that you can see in the next combo.
Fierce splash, crouching lk, far standing mp, standing lk xx ex hand
Damage: 100+40+(90.8)+(30.7)+(130*.6) = 295
Stun: 375**
Jump-in Combos
Jumping hp/hk, crouching hk
Damage: 120+120 = 240
Stun: 400
Jumping mk, crouching lk xx ex hand
Damage: 80+40+(130*.8) = 224
Stun: 230
Jumping hp/hk, far standing hp/hk
Damage: 120+140 = 260
Stun: 400
Jumping hp/hk, crouching lk xx ex hand
Damage: 120+40+(130*.8) = 264
Stun: 330
Jumping mp, close standing lp, close standing lp, standing lp, standing lk, standing lk xx ex hand
Damage: 90+40+(40*.8)+(30*.7)+(30*.6)+(30*.5)+(130*.4) = 268
Stun: 320
Splash, close standing.lp, close standing.lp, standing.lp, crouching.lk xx ex hand
Damage: 100+40+(40*.8)+(30*.7)+(40*.6)+(130*.5) = 282
Stun: 355
Jumping hp/hk, crouching lk, crouching lk xx ex hand*, **
Damage: 120+40+(40*.8)+(130*.7) = 283
Stun: 360
Jumping hp/hk, crouching lp, crouching lp, far standing mp, far standing lk xx ex hand
Damage: 120+20+(20.8)+(70.7)+(30*.6)+(130*.5) = 288
Stun: 440
Jumping hp/hk, far standing mp, crouching lk xx ex hand
Damage: 120+70+(40*.8)+(130*.7) = 313
Stun: 410**
Neutral Jump Combos
HP headbutt, crouching lp, crouching lk xx ex hand
Damage: 120+20+(408)+(1307) = 263
Stun: 760
HP headbutt, close standing lp, standing lp, standing lk xx ex hand
Damage: 120+40+(30*.8)+(30*.7)+(130*.6) = 283
Stun: 785
[COLOR=“black”]**The next two combos are BOTH highlighted for most stun/damage because the second one is unsafe, however depending on your opponent and how much stun you have done to them recently, this combo can put them into stun and therefore become safe.
For example, gief’s normal throw does 180 stun. If you land the second combo below on wakeup you will do 1,040 total stun, therefore stunning all but the 9 characters that have 1,050 or 1100 stun bar.**
**HP headbutt, close standing mk/mp xx ex hand
Damage: 120+90+(140*8) = 314
Stun: 780
HP headbutt, close standing mk/mp xx HP hand
Damage: 120+90+(140*8) = 322
Stun: 860**[/COLOR]
Focus Attack Combos
Level 3 FA, crouching lk, crouching lk, crouching lk, crouching lk xx ex green hand*, **
Damage: 170+(.840)+(.740)+(.640)+(.540)+(.4*130) = 326
Stun: 370
Level 3 FA, close 360+k
Damage: 170+(.8*220) = 346
Stun: 360
Level 3 FA, ex close 360+k
Damage: 170+(.8*240) = 362
Stun: 360
Level 3 FA, hp spd
Damage: 170+(.8*230) = 354
Stun: 360
Level 3 FA, crouching lk, crouching lk, standing mp, standing lk xx ex green hand**
Damage: 170+(.840)+(.740)+(.670)+(.530)+(.4*130) = 339
Stun: 400
Ultra and Super Combos
Ultra 1, level 1
Damage: 384
Ultra 1, level 2
Damage: 520
Super
Damage: 450
Ultra 2, level 1
Damage: 303
Ultra 2, level 2
450
*: You can replace the crouching shorts in these combos with crouching jabs, but each crouching jab does 20 fewer damage points than crouching short. You can chain these attacks, you still have to link at least second to last hit of these combos (ie the last normal attack before the ex green hand) because you can’t cancel into a chained series of normals into a special move like ex green hand, but you can cancel into a linked move into a special move.
The difference between chaining and linking is that moves that are designed to chain, that is cancel their animation right into each other, will combo into each other if you just mash the button, whereas a linked move is a move that comes after you wait for the previous move’s animation and recovery to finish completely. Zangief’s jabs and shorts are chainable, which makes doing most of these combos easier if you use crouching jab, but if you do chain them, you can’t cancel right from a chained crouching jab into ex green hand, so you have to link the last one before ex green hand. You do this just by waiting for the second-to-last crouching jab to completely finish its animation before you do the last one. If you want to link the whole combo and chain none of it, then wait a longer time between each jab/short to allow each one’s animation to finish before going into the next.
Bottom line, if you want to combo the jab/shorts combos into ex green hand, do the combo slowly and make sure that at least the last normal part of the combo is linked instead of chained.
**: Against tall characters who can get hit by standing jab while crouching, it’s easier to do these combos by replacing the crouching jabs/shorts with standing jab. Standing jab has a sweet +6 frame advantage on hit that makes it really easy to link out of and is still a chainable attack, so it’s the easiest of all worlds. This isn’t necessary and you do give up some damage if you do it instead of crouching shorts, but if you’re having trouble with these combos and you’re up against a tall character, try this out.