FIGHTER GUIDE IORI'S STRATEGY

ZANGIEF
ザンギエフ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for ZANGIEF.

Health
11000
Published data
3 sections
ZANGIEFZANGIEF character artwork
Home›Fighter Guides›ZANGIEF›Combos & Okizeme
COMBO ROUTES

ZANGIEF Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (21)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Hellstab = 3MP ー ー = 6MK Headbutt = 6HP Power Stomps = 2cr.MK > MK > MK Double Lariat = PP ODDouble Lariat = PPP Screw Piledriver = +P Borscht Dynamite = during +K Russian Suplex / Siberian Express = 63214K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Power Stomps

• The first hit can now be canceled into special moves. • First hit: 9F startup / +4 on hit / -3 on block • 20% starter scaling on the first hit • Smaller hurtbox around the feet

Double Lariat

• Forward/back input adjusts position during the attack. • More reliable in combos near the tip of its range.

Heavy Russian Suplex

• Easier to get Russian Suplex regardless of distance, reducing accidental Siberian Express inputs.

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COMBO ROUTES03

10 essential starter combos

1 Light attacks into OD Double Lariat

cr.LK > st.LP > OD Double Lariat • Approximately +38F after OD Double Lariat

2 Light attacks into Drive Rush and regular Double Lariat

cr.LK > st.LP > CDR > cr.LP > 3MP > Double Lariat • Approximately +27F after the ender

3 st.LK Counter Hit confirm

st.LK CH / PC > CDR > cr.MP > 3MP > Double Lariat

4 Basic Hellstab route

3MP > Double Lariat • 7F startup • Forces standing • Special-cancelable

5 Basic Headbutt route

6HP > 3MP > Double Lariat • +8F on hit • +4F on block

6 DR MP target combo

DR > st.MP > MP > MP

7 DR Knee Hammer on a later active frame

DR > 6MK on a later active frame > 3MP > Double Lariat

8 6HK Punish Counter

6HK PC > 3MP > Double Lariat

9 Jump-in basic

Jcr.HP > 6HP > 3MP > Double Lariat

10 Round-ending light-attack route

cr.LK > st.LP > CDR > cr.LP > 3MP > CDR > cr.MP > 3MP > SA2

Simpler alternative: … > 3MP > OD Double Lariat > SA2

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COMBO ROUTES04

Finish the round with SA3

cr.LK > st.LP > OD Double Lariat > SA3

Alternatively:

cr.LK > st.LP > CDR > cr.LP > 3MP > OD Double Lariat > SA3

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COMBO ROUTES05

Invincible-Reversal Punishes

If spacing allows: H Screw Piledriver

Prioritizes okizeme 6HK PC > 3MP > Double Lariat

With meter: 6HK PC > 3MP > OD Double Lariat > SA2 / SA3

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ESSENTIAL ROUTES06

DI Punish Counter

DI PC > H Screw Piledriver

Alternatively:

DI PC > 6HP > 3MP > Double Lariat

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ESSENTIAL ROUTES07

Corner DI wall splat

DI wall splat > 3MP > Double Lariat

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COMBO ROUTES08

Specialized stun combo

Stun > adjust spacing > hold forward and connect the later part of Double Lariat > low-height 3MP > OD Double Lariat > OD Borscht Dynamite

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ESSENTIAL ROUTES09

Power Stomps: new Year4 options

Power Stomps (first hit) > special move Alternatively: Power Stomps (first hit) > CDR

• First-hit starter scaling: 20% • Better suited to creating a favorable situation than maximizing damage

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SETPLAY10

Key Frame Advantage by Ender

L Screw Piledriver > approximately +30F M Screw Piledriver > approximately +28F H Screw Piledriver > approximately +28F OD Screw Piledriver > approximately +28F Double Lariat > approximately +27–56F OD Double Lariat > approximately +38–57F cr.HK > approximately +36F Russian Suplex > approximately +26F Siberian Express > approximately +29F SA1 > approximately +29F SA3 > approximately +26F

Lariat frame advantage varies with where it hits.

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SETPLAY11

Setplay

1 OD Double Lariat at +38F: first priority

OD Double Lariat > +38F > DR > 6HP late-active-frame meaty

At +4F after the opponent blocks, choose: • 3MP • M Screw Piledriver • Block

2 OD Double Lariat +38 > DR cr.MK

OD Double Lariat > DR > cr.MK > 3MP > Double Lariat

3 OD Double Lariat at +38 > DR Screw Piledriver

OD Double Lariat > DR > M Screw Piledriver

Mix this with DR Headbutt and DR into block.

4 After OD Double Lariat: block an invincible reversal

OD Double Lariat +38 > DR > block If you block an invincible reversal, use H Screw Piledriver or a PC combo.

5 Safe-jump-style option from +38

OD Double Lariat +38 > j.MP > 3MP > Double Lariat • Can allow landing in time to block invincible reversals with 10F or slower startup.

6 Double Lariat +27F

Regular Double Lariat > +27F Options: DR st.MP target combo / DR cr.HK / DR L Screw Piledriver

7 After cr.HK

cr.HK > +36F Options: DR into block / DR 6MK / DR L Screw Piledriver

8 After Screw Piledriver

L Screw Piledriver: +30F M / H / OD: +28F

At midscreen, the distance opens up. Close it again with DR st.MP / DR 6MK / DR cr.HK / DR 6HP, or DR and wait.

9 Corner Double Lariat > Headbutt

Corner: Double Lariat > adjust timing slightly > 6HP At +4F on block, choose 3MP / Screw Piledriver / shimmy / block.

10 After the corner down-forward throw

Normal throw with direction 3 > approximately +28F

Corner options include walking into the direction-3 throw, 6HP, or H Screw Piledriver.

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ESSENTIAL ROUTES12

After Headbutt is blocked

6HP on block > +4F

• 3MP: frame trap against a 4F button • Screw Piledriver: open up blocking • Another 6HP: catch escape attempts • Block: read an invincible reversal

At +8F on hit, 6HP > 3MP > Double Lariat combos.

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ESSENTIAL ROUTES13

After st.HK is blocked

st.HK > block +1F

• st.HK > cr.LP • st.HK > Screw Piledriver Other options are also possible.

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ESSENTIAL ROUTES14

6MK on a later active frame

6MK on a later active frame Approximately +7F on hit Approximately +2F on block

DR 6MK on a later active frame > 3MP / Screw Piledriver

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COMBO ROUTES15

Catch jumps with SA1

Light attack > CDR to approach > read the opponent's jump > SA1 Aerial Russian Slam

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COMBO ROUTES16

How to use SA2

• Combos • Going through projectiles • Finishing the round

Example: 3MP > held SA2 > airborne follow-up

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COMBO ROUTES17

When expecting an invincible reversal

Especially: • +38F after OD Double Lariat • +4F after Headbutt is blocked • After corner Double Lariat

Mix strikes, Screw Piledriver, and blocking in these situations.

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ESSENTIAL ROUTES18

10 Practical Starter Routes

1. 3MP > Double Lariat 2. 6HP > 3MP > Double Lariat 3. cr.LK > st.LP > OD Double Lariat 4. cr.LK > st.LP > CDR > cr.LP > 3MP > Double Lariat 5. DR st.MP > MP > MP 6. DR 6MK on a later active frame > 3MP > Double Lariat 7. OD Double Lariat +38 > DR 6HP > strike / Screw Piledriver / block 8. 6HP on block +4 > 3MP / Screw Piledriver / wait 9. Corner: Double Lariat > 6HP meaty > strike / Screw Piledriver / shimmy 10. Block an invincible reversal > H Screw Piledriver Alternatively: 6HK PC > 3MP > Double Lariat

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ESSENTIAL ROUTES19

Current Game Plan

Walk forward ↓ Approach with Headbutt or DR Knee Hammer ↓ Hellstab > Double Lariat ↓ Drive Rush to close the distance again ↓ Establish strikes ↓ Land Screw Piledriver ↓ Catch jumps with Double Lariat or SA1

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ESSENTIAL ROUTES20

Notes for Older Guides

• Power Stomps' first hit is special-cancelable. • Power Stomps' first hit has 20% starter scaling. • Regular Double Lariat connects more reliably in combos. • Forward/back input adjusts regular Double Lariat's position. • Heavy Russian Suplex helps avoid accidental Siberian Express. • Frame advantage after Double Lariat varies with hit position.

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ESSENTIAL ROUTES21

References

• Official Street Fighter 6 balance update information • Ultimate Frame Data • Zangief combo and setplay references for 2026-8-3 • Year4 strategy references

Combo and setplay conditions can vary with spacing, active-frame timing, hit position, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.