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*<b>Standing Normal Moves (st.)</b> | *<b>Standing Normal Moves (st.)</b> | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Standing Light Punch | lp | | {{SF2HFMoveListRow | Standing Light Punch | lp | 14 | - | 4 | 40 | 6 | 3 | 11* | +0/+1 | }} | ||
{{SF2HFMoveListRow | Standing Medium Punch | mp | | {{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)# | {{SF2HFMoveListRow | Standing Hard Punch | hp | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 7 | 10 | 18* | -5/-4 | }} | ||
{{SF2HFMoveListRow | Standing Light Kick | lk | | {{SF2HFMoveListRow | Standing Light Kick | lk | 14 | - | 4 | 40 | 8 | 4 | 7* | +3/+4 | }} | ||
{{SF2HFMoveListRow | Standing Medium Kick | mk | | {{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)# | {{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 | {{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 16 | - | 4 | 40 | 6 | 2 | 9* | +3/+4 | }} | ||
{{SF2HFMoveListRow | Close | {{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }} | ||
{{SF2HFMoveListRow | Close | {{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | - | 4 | 40 | 15 | 4 | 13* | -3/-2 | }} | ||
{{SF2HFMoveListRow | Close | {{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 | | {{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 | | {{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


Zangief
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.)
- Close Standing Normal Moves (cl.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
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
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |