Street Fighter 2: Hyper Fighting/Zangief: Difference between revisions

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===Normal Moves===
===Normal Moves===
*<b>Standing Normal Moves (st.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Standing Light Punch | lp | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 5 | +5/+6 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Standing Medium Punch | mp | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 4 | 7 | +8/+9 | }}
{{SF2HFMoveListRow | Standing Hard Punch | hp | 22 | [[Damage_Scaling_(HF)#0x020|0x020]] | 14 | 80 | 10 | 6 | 15 | +2/+3 | }}
{{SF2HFMoveListRow | Standing Light Kick | lk | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 5 | +5/+6 | specialcancel }}
{{SF2HFMoveListRow | Standing Medium Kick | mk | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 7 | 4 | 7 | +8/+9 |  }}
{{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[Damage_Scaling_(HF)#0x020|0x020]] | 14 | 80 | 10 | 6 | 15 | +2/+3 |  }}
{{MoveListFooter}}


===Standing Normals===
*<b>Close Standing Normal Moves (cl.)</b>
 
{{SF2HFMoveListHeader}}
*<b>Standing LP:</b>
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x080|0x080]] | 8 | 60 | 7 | 4 | 7 | +8/+9 }}
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
{{SF2HFMoveListRow | Close Hard Punch | (near opponent) hp | 4 | [[Damage_Scaling_(HF)#0x080|0x080]] | 14 | 80 | 10 | 6 | 15 | +2/+3 }}
|- valign="bottom"
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 16 | [[Damage_Scaling_(HF)#0x080|0x080]] | 8 | 60 | 6 | 4 | 7 | +8/+9 |  }}
| align="center" |  || align="center" | [[File:Sf2hf-rog-lp1-4.png]] || align="center" | [[File:Sf2hf-rog-lp5-8.png]] || align="center" | [[File:Sf2hf-rog-lp1-4.png]]
{{SF2HFMoveListRow | Close Hard Kick | (near opponent) hk | 24 | [[Damage_Scaling_(HF)#0x080|0x080]] | 14 | 80 | 8 | 6 | 15 | +2/+3 |  }}
|-
{{MoveListFooter}}
| align="center" | 1 || align="center" | 3 || align="center" bgcolor="blue" | 4 || align="center" | 5
|-
| align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 4 || align="center" | 5
|}
 
*<b>Standing MP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-mp1-4.png]] || align="center" | [[File:Sf2hf-rog-mp5-7.png]] || align="center" | [[File:Sf2hf-rog-mp-8-11.png]] || align="center" | [[File:Sf2hf-rog-mp-12-14.png]] || align="center" | [[File:Sf2hf-rog-mp1-4.png]]
|-
| align="center" | 1 || align="center" | 3 || align="center" | 3 || align="center" bgcolor="blue" | 4 || align="center" | 3 || align="center" | 4
|-
| align="center" colspan="3" | 7 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 7
|}
 
*<b>Standing HP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" || align="center" | [[File:Sf2hf-rog-hp1-3.png]] || align="center" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" | [[File:Sf2hf-rog-hp10-15.png]] || align="center" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" | [[File:Sf2hf-rog-hp1-3.png]]
|-
| align="center" | 1 || align="center" | 5 || align="center" | 3 || align="center" bgcolor="blue" | 6 || align="center" | 9 || align="center" | 6
|-
| align="center" colspan="3" | 9 || align="center" bgcolor="blue" | 6 || align="center" colspan="2" | 15
|}
 
*<b>Standing LK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-slk1-4.png]] || align="center" | [[File:Sf2hf-rog-slk5-8.png]] || align="center" | [[File:Sf2hf-rog-slk1-4.png]]
|-
| align="center" | 1 || align="center" | 3 || align="center" bgcolor="blue" | 4 || align="center" | 5
|-
| align="center" colspan="2" | 4 || align="center" bgcolor="blue" | 4 || align="center" | 5
|}
 
*<b>Standing MK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-slk1-6.png]] || align="center" | [[File:Sf2hf-rog-smk7-10.png]] || align="center" | [[File:Sf2hf-rog-slk1-6.png]]
|-
| align="center" | 1 || align="center" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7
|-
| align="center" colspan="2" | 6 || align="center" bgcolor="blue" | 4 || align="center" | 7
|}
 
*<b>Standing HK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" || align="center" | [[File:Sf2hf-rog-shk1-6.png]] || align="center" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" | [[File:Sf2hf-rog-shk10-15.png]] || align="center" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" | [[File:Sf2hf-rog-shk1-6.png]]
|-
| align="center" | 1 || align="center" | 5 || align="center" | 3 || align="center" bgcolor="blue" | 6 || align="center" | 9 || align="center" | 6
|-
| align="center" colspan="3" | 9 || align="center" bgcolor="blue" | 6 || align="center" colspan="2" | 15
|}
 
===Close Standing Normals===
 
*<b>Close MP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-clmp-1-6.png]] || align="center" | [[File:Sf2hf-rog-clmp-7-10.png]] || align="center" | [[File:Sf2hf-rog-clmp-1-6.png]]
|-
| align="center" | 1 || align="center" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7
|-
| align="center" colspan="2" | 6 || align="center" bgcolor="blue" | 4 || align="center" | 7
|}
 
*<b>Close HP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-clhp1-6.png]] || align="center" | [[File:Sf2hf-rog-clhp7-9.png‎]] || align="center" | [[File:Sf2hf-rog-clhp10-15.png]] || align="center" | [[File:Sf2hf-rog-clhp7-9.png]] || align="center" | [[File:Sf2hf-rog-clhp1-6.png]]
|-
| align="center" | 1 || align="center" | 5 || align="center" | 3 || align="center" bgcolor="blue" | 6 || align="center" | 9 || align="center" | 6
|-
| align="center" colspan="3" | 9 || align="center" bgcolor="blue" | 6 || align="center" colspan="2" | 15
|}
 
*<b>Close MK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" || align="center" | [[File:Sf2hf-rog-clhk1-7.png]] || align="center" | [[File:Sf2hf-rog-clhk8-13.png]] || align="center" | [[File:Sf2hf-rog-clhk1-7.png]]
|-
| align="center" | 1 || align="center" | 4 || align="center" bgcolor="blue" | 4 || align="center" | 7
|-
| align="center" colspan="2" | 5 || align="center" bgcolor="blue" | 4 || align="center" | 7
|}
 
*<b>Close HK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-clhk1-7.png]] || align="center" | [[File:Sf2hf-rog-clhk8-13.png]] || align="center" | [[File:Sf2hf-rog-clhk1-7.png]]
|-
| align="center" | 1 || align="center" | 6 || align="center" bgcolor="blue" | 6 || align="center" | 15
|-
| align="center" colspan="2" | 7 || align="center" bgcolor="blue" | 6 || align="center" | 15
|}
Close standing Forward and close standing Roundhouse share the same animation.
 
===Crouching Normals===
 
*<b>Crouching LP/LK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-clp-sup.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-clp-a.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-clp-sup.png]]
|-
| align="center" | 1 || align="center" | 1 || align="center" | 2 || align="center" bgcolor="blue" | 4 || align="center" | 2 || align="center" | 2
|-
| align="center" colspan="3" | 4 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 4
|}
 
*<b>Crouching MP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" | || align="center" | [[File:Sf2hf-rog-clp-sup.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-cmp-a.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-clp-sup.png]]
|-
| align="center" | 1 || align="center" | 3 || align="center" | 2 || align="center" bgcolor="blue" | 4 || align="center" | 3 || align="center" | 4
|-
| align="center" colspan="3" | 6 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 7
|}
 
*<b>Crouching HP:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-chp-sup.png]] || align="center" | [[File:Sf2hf-rog-chp-a.png]] || align="center" | [[File:Sf2hf-rog-chp-a2.png]] || align="center" | [[File:Sf2hf-rog-chp-rec.png]] || align="center" | [[File:Sf2hf-rog-chp-sup.png]]
|-
| align="center" | 1 || align="center" | 4 || align="center" bgcolor="blue" | 2 || align="center" bgcolor="blue" | 6 || align="center" | 9 || align="center" | 6
|-
| align="center" colspan="2" | 5 || align="center" bgcolor="blue" colspan="2" | 8 || align="center" colspan="2" | 15
|}
 
*<b>Crouching LK:</b>
See Crouching LP.
 
*<b>Crouching MK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" || align="center" | [[File:Sf2hf-rog-clp-sup.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-cmk-a.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-clp-sup.png]]
|-
| align="center" | 1 || align="center" | 3 || align="center" | 2 || align="center" bgcolor="blue" | 4 || align="center" | 3 || align="center" | 4
|-
| align="center" colspan="3" | 6 || align="center" bgcolor="blue" | 4 || align="center" colspan="2" | 7
|}
The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.
 
*<b>Crouching HK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" |  || align="center" | [[File:Sf2hf-rog-clp-sup.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-chk-a.png]] || align="center" | [[File:Sf2hf-rog-clp-sup2.png]] || align="center" | [[File:Sf2hf-rog-clp-sup.png]]
|-
| align="center" | 1 || align="center" | 2 || align="center" | 4 || align="center" bgcolor="blue" | 6 || align="center" | 9 || align="center" | 6
|-
| align="center" colspan="3" | 7 || align="center" bgcolor="blue" | 6 || align="center" colspan="2" | 15
|}
 
===Aerial Normals===
 
*<b>Neutral/Diagonal Jumping LP/LK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" | [[File:Sf2hf-rog-j-sup.png]] || align="center" | [[File:Sf2hf-rog-j-lplk.png]] || align="center" | [[File:Sf2hf-rog-j-rec1.png]] || align="center" | [[File:Sf2hf-rog-j-rec2.png]] || align="center" | [[File:Sf2hf-rog-j-sup.png]]
|-
| align="center" | 1 || align="center" bgcolor="blue" | 30 || align="center" | 3 || align="center" | 3 || align="center" | ∞
|-
| align="center" | 1 || align="center" bgcolor="blue" | 30 || align="center" colspan="3" | ∞
|}
 
*<b>Neutral/Diagonal Jumping MP/MK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" | [[File:Sf2hf-rog-j-sup.png]] || align="center" | [[File:Sf2hf-rog-j-mpmk.png]] || align="center" | [[File:Sf2hf-rog-j-rec1.png]] || align="center" | [[File:Sf2hf-rog-j-rec2.png]] || align="center" | [[File:Sf2hf-rog-j-sup.png]]
|-
| align="center" | 2 || align="center" bgcolor="blue" | 15 || align="center" | 3 || align="center" | 3 || align="center" | ∞
|-
| align="center" | 2 || align="center" bgcolor="blue" | 15 || align="center" colspan="3" | ∞
|}
 
*<b>Neutral/Diagonal Jumping HP/HK:</b>
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" | [[File:Sf2hf-rog-j-sup.png]] || align="center" | [[File:Sf2hf-rog-j-hphk.png]] || align="center" | [[File:Sf2hf-rog-j-rec1.png]] || align="center" | [[File:Sf2hf-rog-j-rec2.png]] || align="center" | [[File:Sf2hf-rog-j-sup.png]]
|-
| align="center" | 3 || align="center" bgcolor="blue" | 8 || align="center" | 3 || align="center" | 3 || align="center" | ∞
|-
| align="center" | 3 || align="center" bgcolor="blue" | 8 || align="center" colspan="3" | ∞
|}
 
===Unique Moves===
 
===Throws===
 
===Special Moves===
 
'''Spinning Lariat:''' Press All 3 Punch or Kick buttons at the same time. The punch version negates some mid attacks and goes through all projectiles. The kick version goes through all low attacks, all low projectiles (sagats qcf+k), and all mid projectiles. The move gets hit by all high projectiles (sagats qcf+p).
 
'''Spinning Pile Driver:''' 360 + Punch. A short cut to pull of the SPD is to do a 270 degree motion. EX: f,df,d,db,b,ub,u + P. As long as you preform a 270 you can start and end in any direction.
--[[User:Caliagent|Caliagent]] 16:54, 22 January 2007 (UTC)


*<b>Crouching Normal Moves (cr.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Spinning Lariat | 3p | - | - | - | - | 54 | - | 9 | - | Invincible during 'startup' }}
{{SF2HFMoveListRow | Crouching Light Punch | lp | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 4 | +6/+7 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Quick Spinning Lariat | 3k | - | - | - | - | 54 | - | 9 | - | Invincible during 'startup' }}
{{SF2HFMoveListRow | Crouching Light Kick | lk | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 4 | +6/+7 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Spinning Pile Driver | 360 + lp near opponent | 28 | ? | 10 | 99 | - | 3 | 17 | KD/-12 | throw }}
{{SF2HFMoveListRow | Spinning Pile Driver | 360 + mp near opponent | 28 | ? | 10 | 99 | - | 3 | 17 | KD/-12 | throw }}
{{SF2HFMoveListRow | Spinning Pile Driver | 360 + hp near opponent | 28 | ? | 10 | 99 | - | 3 | 17 | KD/-12 | throw }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 06:16, 10 August 2015

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Zangief

Sf2hf-zangief-portrait.gif

Zangief, while being a name impossible to render in the Russian language, is a massive Russian wrestler famed for beating bears in the yearly Hell in a Cell matches in Moscow. This generally involves trapping their heads between his legs and then sitting down, or spinning around with his arms outstretched as you used to do as a child in order to get a head rush.

In a nutshell

Zangief is a get-in-or-die-trying character. Your match will either be a painful experience at distance walking into projectiles or long range fists, or a close range glorious explosion of nearly unstoppable throwing. If you like to grapple your opponent into submission and don't mind working for your reward by taking a bunch of hits to do so, Zangief is your man.


Character Specific Information

Color Options

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
4
4
40
5
4
5
+5/+6
{{#motion: rpdfire specialcancel }}
Standing Medium Punch
{{#motion: mp }}
14
8
60
8
4
7
+8/+9
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
22
14
80
10
6
15
+2/+3
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
4
4
40
5
4
5
+5/+6
{{#motion: specialcancel }}
Standing Medium Kick
{{#motion: mk }}
14
8
60
7
4
7
+8/+9
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
10
6
15
+2/+3
{{#motion: }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
7
4
7
+8/+9
{{#motion: }}
Close Hard Punch
{{#motion: (near opponent) hp }}
4
14
80
10
6
15
+2/+3
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8
60
6
4
7
+8/+9
{{#motion: }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24
14
80
8
6
15
+2/+3
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: lp }}
4
4
40
5
4
4
+6/+7
{{#motion: rpdfire specialcancel }}
Crouching Light Kick
{{#motion: lk }}
4
4
40
5
4
4
+6/+7
{{#motion: rpdfire specialcancel }}

The Basics

Zangief's crouching Roundhouse is probably his best normal. Abuse it.

Make the opponent block crouching Short to tick into SPD.

Advanced Strategy

Combos

-j.d.HP,c.MK,Lariat

-j.d.HP,c.LPx2.s.LK,c.HK

Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:


  • Vs. E. Honda:


  • Vs. Guile:


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief (self):


Hitboxes

Standing Normals