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

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*<b>Standing Normal Moves (st.)</b>
*<b>Standing Normal Moves (st.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Standing Light Punch | lp | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 5 | +5/+6 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Standing Light Punch | lp | 14 | - | 4 | 40 | 6 | 3 | 11* | +0/+1 | }}
{{SF2HFMoveListRow | Standing Medium Punch | mp | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 4 | 7 | +8/+9 | }}
{{SF2HFMoveListRow | Standing Medium Punch | mp | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 7 | 2 | 7* | +10/+11 | }}
{{SF2HFMoveListRow | Standing Hard Punch | hp | 22 | [[Damage_Scaling_(HF)#0x020|0x020]] | 14 | 80 | 10 | 6 | 15 | +2/+3 | }}
{{SF2HFMoveListRow | Standing Hard Punch | hp | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 7 | 10 | 18* | -5/-4 | }}
{{SF2HFMoveListRow | Standing Light Kick | lk | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 5 | +5/+6 | specialcancel }}
{{SF2HFMoveListRow | Standing Light Kick | lk | 14 | - | 4 | 40 | 8 | 4 | 7* | +3/+4 | }}
{{SF2HFMoveListRow | Standing Medium Kick | mk | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 7 | 4 | 7 | +8/+9 | }}
{{SF2HFMoveListRow | Standing Medium Kick | mk | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 4 | 7* | +1/+2 | }}
{{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[Damage_Scaling_(HF)#0x020|0x020]] | 14 | 80 | 10 | 6 | 15 | +2/+3 | }}
{{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 8 | 11 | 21* | -9/-8 | }}
{{MoveListFooter}}
{{MoveListFooter}}


*<b>Close Standing Normal Moves (cl.)</b>
*<b>Close Standing Normal Moves (cl.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x080|0x080]] | 8 | 60 | 7 | 4 | 7 | +8/+9 | }}
{{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 16 | - | 4 | 40 | 6 | 2 | 9* | +3/+4 | }}
{{SF2HFMoveListRow | Close Hard Punch | (near opponent) hp | 4 | [[Damage_Scaling_(HF)#0x080|0x080]] | 14 | 80 | 10 | 6 | 15 | +2/+3 | }}
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }}
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 16 | [[Damage_Scaling_(HF)#0x080|0x080]] | 8 | 60 | 6 | 4 | 7 | +8/+9 | }}
{{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | - | 4 | 40 | 15 | 4 | 13* | -3/-2 | }}
{{SF2HFMoveListRow | Close Hard Kick | (near opponent) hk | 24 | [[Damage_Scaling_(HF)#0x080|0x080]] | 14 | 80 | 8 | 6 | 15 | +2/+3 | }}
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 20,20 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8,8 | 60,60 | 13 | 6 | 13* | +8/+9 | }}
{{MoveListFooter}}
{{MoveListFooter}}


*<b>Crouching Normal Moves (cr.)</b>
*<b>Crouching Normal Moves (cr.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Crouching Light Punch | lp | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 4 | +6/+7 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Crouching Light Punch | d + lp | 14 | - | 4 | 40 | 10 | 3 | 7* | +4/+5 | low }}
{{SF2HFMoveListRow | Crouching Light Kick | lk | 4 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 5 | 4 | 4 | +6/+7 | rpdfire specialcancel }}
{{SF2HFMoveListRow | Crouching Medium Punch | d + mp | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 3 | 17* | -1/+0 | }}
{{SF2HFMoveListRow | Crouching Hard Punch | d + hp | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 9 | 6 | 18* | -1/+0 | }}
{{SF2HFMoveListRow | Crouching Light Kick | d + lk | 14 | - | 4 | 40 | 6 | 4 | 7* | +3/+4 | low }}
{{SF2HFMoveListRow | Crouching Medium Kick | d + mk | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 6 | 4 | 7* | +8/+9 | low }}
{{SF2HFMoveListRow | Crouching Hard Kick | d + hk | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | 9 | 4 | 18* | +1/+2 | low knockdown }}
{{MoveListFooter}}
 
*<b>Jumping Normal Moves (nj.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Neutral Jump Light Punch | u + lp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }}
{{SF2HFMoveListRow | Neutral Jump Medium Punch | u + mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }}
{{SF2HFMoveListRow | Neutral Jump Hard Punch | u + hp | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 1* | 3* | ∞ | - | high }}
{{SF2HFMoveListRow | Neutral Jump Light Kick | u + lk | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }}
{{SF2HFMoveListRow | Neutral Jump Medium Kick | u + mk | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }}
{{SF2HFMoveListRow | Neutral Jump Hard Kick | u + hk | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }}
{{MoveListFooter}}
 
*<b>Diagonal Jumping Normal Moves (j.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Diagonal Jump Light Punch | ub / uf + lp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }}
{{SF2HFMoveListRow | Diagonal Jump Medium Punch | ub / uf + mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }}
{{SF2HFMoveListRow | Diagonal Jump Hard Punch | ub / uf + hp | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }}
{{SF2HFMoveListRow | Diagonal Jump Light Kick | ub / uf + lk | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }}
{{SF2HFMoveListRow | Diagonal Jump Medium Kick | ub / uf + mk | 18 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }}
{{SF2HFMoveListRow | Diagonal Jump Hard Kick | ub / uf + hk | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 06:17, 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 }}
14
-
4
40
6
3
11*
+0/+1
{{#motion: }}
Standing Medium Punch
{{#motion: mp }}
18
8
60
7
2
7*
+10/+11
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
22
14
80
7
10
18*
-5/-4
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
14
-
4
40
8
4
7*
+3/+4
{{#motion: }}
Standing Medium Kick
{{#motion: mk }}
18
8
60
8
4
7*
+1/+2
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
8
11
21*
-9/-8
{{#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 Light Punch
{{#motion: (near opponent) lp }}
16
-
4
40
6
2
9*
+3/+4
{{#motion: }}
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
4
4
3*
+12/+13
{{#motion: specialcancel }}
Close Light Kick
{{#motion: (near opponent) lk }}
16
-
4
40
15
4
13*
-3/-2
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
20,20
8,8
60,60
13
6
13*
+8/+9
{{#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: d + lp }}
14
-
4
40
10
3
7*
+4/+5
{{#motion: low }}
Crouching Medium Punch
{{#motion: d + mp }}
18
8
60
8
3
17*
-1/+0
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
9
6
18*
-1/+0
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
14
-
4
40
6
4
7*
+3/+4
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
18
8
60
6
4
7*
+8/+9
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
9
4
18*
+1/+2
{{#motion: low knockdown }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
{{#motion: u + lp }}
16
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
20
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
1*
3*
-
{{#motion: high }}
Neutral Jump Light Kick
{{#motion: u + lk }}
16
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
20
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
6
6
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
16
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
20
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
6
6
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
14
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
18
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
6
6
-
{{#motion: high }}

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