Zangief Combos

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.

Gief combos? well ive only seen cr.shorts, cr.jabs into EX hand and the std.strong ones, dunno if he has others/many others…

jump-in lk, cr.lk, kkk lariat.

loads of pressure.

i did a 4hit jump in ppp lariat combo too.

bnb would be jump in, cr.lp x 3, st.mk, ex.glove

You’re first combo seems to only work on tall characters (ie. Sagat) from my experience with it. It might work on smaller characters when they’re standing but I’ve had it whiff on crouching short characters.

The last combo I don’t think works. Did you mean st.LK?

Trade hit with lariat->EX glove

I see this twice every gief match or something.

Only UltraDavid can be trusted to not fuck these threads up.

Stickied.

The irony… :rofl:

The irony of what?

ya :smiley: st.lk

the lariat combo is a good variation to the bnb. standing required i reckon.

lariat trade > exglove isnt always worth 25% of super for the same knockdown effect imo.

That crouching short xx kick lariat combo seems to randomly whiff, it’s retarded. Sometimes (usually) it’ll hit, and it’s great because doing a crossup into crouching short can be hit confirmed into lariat for another crossup etc, but it’s also risky. Doesn’t seem to have anything to do with height, either. Last weekend at a tournament out here I was playing Gief v Gief and I did crossup, crouching short (hit confirm) xx kick lariat, kick lariat whiffed, and because the other Gief player was spinning his stick I got an ultra in the face for my trouble.

So, seems random, definitely risky.

WASTE OF METER COMBO!

Cross-up splash, kick lariat, focus cancel into dash, ex banishing flat.

Good if you need that extra damage to even the match or you need to kill someone.

Also, you can do ex banishing flat after you hit someone with a lariat early, doesn’t need to trade. It’s just the juggle properties that move has.

If possible, I think it’s always better to go into stand jab before you try and link the short. +8 on hit makes the link suuuuppppper easy. Only problem is stand jab misses on some crouching chars I think.

can I get a notation for standing short into green hand?

I can get crouch short into hand with df, d, df + short—>punch, but I would like the notation for the standing short. Thanks.

(jabs) f+lk, down, df+pp

thanks! Also for those , cr. short, double standing strong combos, are they character specific? I can get them to work for thick characters (zang, rufus, sagat) but not for chun. Is my timing off are is it impossible?

im sure this isnt a new combo but i managed 7 hits with it

jump d.mk -> s.lp x5 -> normal green hand…

was against sagat… not sure if it will work on smaller less meatier characters…

Updated the first post.

Major lesson: when doing a combo, use crouching short instead of crouching jab or standing short. Crouching short does 40 damage as opposed to the 30 damage from crouching jab and standing short, and as you can see from the first two combos I list, combos that use crouching short instead of crouching jab end up doing noticeably more damage. Crouching jab is a better move with a better hitbox, so using it to start combos is fine, but if possible you should always use crouching shorts instead of crouching jabs once you’ve started a combo.

does anyone else find it hard to link cr short, cr short, cr short? mashing 2 is easy, but linking 3 i have a really tough time with the timing

It’s just as tight a link as crouching jab to crouching jab, you have 2 frames to do both. The difference is that crouching short doesn’t seem to be chainable.

ultradavid, can you also update the first post with a legend for the meaning of

jab short strong fierce etc…
with lp, mp, hp, lk, mk, hk

cos its confusing the hell out of me…

and how many hit points in a full bar 1000?