Zangief Combos

Sexiest combos I have found so far:

Jumping HP, close st.lp, close st.lp, st.lp, cr.lk xx EX GH 302 DMG 405 STUN

Splash, close st.lp, close st.lp, st.lp, cr.lk xx EX GH. 282 DMG 355 STUN

Jumping HP does 50 more stun than splash and 20 more damage so that’s the way to go if you can help it.

Yeah, I’ve been playing with this method as well as the standard buffered “Z motion”, lk on the down. I don’t think its my DP execution tho. if the lk doesn’t combo GH comes out almost every time.

Problem is in 10 tries the combo comes out like twice. I’m using the same rhythm. Slight slower adjustment, the normals don’t combo. I cant tell the slightest difference in pace when it comes out or not. Using [taptap (…) taptap]

For rhythm comparison rog/bisons bnb goes [tap tap (.) taptap]. But those are much more forgiving links anyhow. I think this combo got tougher too bc of the added frame of start up on cr.lk. If I read frame data correct, makes it a 2 framer instead of 3 now.

Well at what point are you regularly messing up the combo? Where does it break?

It sounds like you’re trying to chain the c.lp, and then get the c.lk on the right moment. If this is what you’re doing, I think it makes links harder, instead of trying to hit the buttons in a rhythm, similar to how you would have to do c.lk > c.lk > c.lk.

For my motion, which works most of the time for me, I hold down back and do c.lp > c.lp, then move to down forward at the same time I hit c.lk, and then quickly go to down or down back, and then down forward and 2 punches.

This is similar to how I buffer EX GH on crouching jabs. Go from down back to down forward while hitting c.lp, and then immediate back and then forward and hit 2 punches. I tried to get the standing jab > EX GH buffer (both the negative edge, and hitting it really fast methods), but GH kept coming out for me, even if I whiffed. It never happens when I do it this way.

i got a quest…when im close to my opp lets say…i hk i notice i can link dlk,into green hand…
also shk,clk,slp,schp,dlk ex ghand…n it will hit my quest is does it only work on big cha…or is ther a specific
dist.time etc…i been on some stand hk dlk ghand…

Only works on counter hit.

Hey David,

I updated all the info for super and added stun information. Please update the first post with this info - if you go into ‘quote’ and copy the text from there you will get the colour tags as well.

**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.

You can still do both the red combos you posted. You can even do c.lp > c.lp > st.mp > st.lk > st.lkxxEX.GH on Dictator and I’m pretty sure Viper, too.

OK - updated. All combos were tested against Dan, I figured if they work on him they’d work on everyone. I tried those combos on Dictator and still could not do them! Must be bad timing on my part.

Been trying to learn standing 720, could someone just confirm or deny for me that:

:hcb::ub::u::uf::r::df::d::db::3p:

is valid please.

to my understanding they took out standing 720 no buffer out in ssf4. But there is walking 720

Really? Can’t understand why, but cheers, I’ll stop wasting my time trying it then.

fierce splash> c.lk> c.lp> st.mp> st.lk> EX green hand… saw vangief pull it off… hard to do consistently… 288 dmg 390 stun

also fierce splash> c.lk> st.mp> c.lk> ex green hand is 302 damage 375 stun

Turns out it is still possible:

http://shoryuken.com/f266/standing-720-still-possible-ssf4-233730/

Only you have to execute :3p: on the last frame of the jump start up animation now, unlike in vanilla when you could hit :3p: any time after the 720 had been input (http://shoryuken.com/f266/standing-720-still-possible-ssf4-233730/#post8796838).

what would of been beast, if they allowed it, is crossover d.fp, c.lk, lariat, fc, siberian. i tried it, and no success.

Shit, i wish this combo still worked on crouching opps…which it dont…

Hello i have 2 questions about combos,

1 : Why is it so much harder to do the combos in a real match, compared in the training mode, I can land most combos allmost every time in training mode , but rarely in a real match, why :(?

2: this question might be abit stupid , but how do you s.mp + s.mp combo ? I cant get the correct timing , can anyone give me some advice ?

The most common reason I used to jack my combos with Gief was linking jabs as opposed to chaining them. In a match you will tend to get excited and start slapping the jab button. If you literally take a mental note to slow down your inputs you’ll probably start hitting it more frequently. S.mp to s.mp is probably linkable but you’d be better suited going for s.mp s.lk to ex gh in any situation where s.mp x2 would work.

I thought s.mp, s.mp was only counterhit? I might be wrong. Usually after I land a s.mp I am going for c.lk link; I hit it about, like, 3% of the time:rock: