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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 | 12 | - | 4 | 40 | 6 | 3 | 11* | +0/+1 | }} | ||
{{SF2HFMoveListRow | Standing Medium Punch | mp | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 7 | 2 | 7* | +10/+11 | }} | {{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)#0x040|0x040]] | 14 | 80 | 7 | 10 | 18* | -5/-4 | }} | {{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 | 12 | - | 4 | 40 | 8 | 4 | 7* | +3/+4 | }} | ||
{{SF2HFMoveListRow | Standing Medium Kick | mk | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 4 | 7* | +1/+2 | }} | {{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)#0x040|0x040]] | 14 | 80 | 8 | 11 | 21* | -9/-8 | }} | {{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 8 | 11 | 21* | -9/-8 | }} | ||
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{{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 16 | - | 4 | 40 | 6 | 2 | 9* | +3/+4 | }} | {{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 16 | - | 4 | 40 | 6 | 2 | 9* | +3/+4 | }} | ||
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }} | {{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }} | ||
{{SF2HFMoveListRow | Close Hard Punch | (near opponent) hp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }} | |||
{{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | - | 4 | 40 | 15 | 4 | 13* | -3/-2 | }} | {{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | - | 4 | 40 | 15 | 4 | 13* | -3/-2 | }} | ||
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | | {{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 22 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8,8 | 60,60 | 13 | 6 | 13* | +8/+9 | }} | ||
{{SF2HFMoveListRow | Close Hardk Kick | (near opponent) hk | 22+6 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8,8 | 60,60 | 13 | 6 | 13* | +8/+9 | }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SF2HFMoveListRow | Diagonal Jump Hard Kick | ub / uf + hk | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }} | {{SF2HFMoveListRow | Diagonal Jump Hard Kick | ub / uf + hk | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Unique Moves=== | ===Unique Moves=== | ||
===Throw Moves=== | ===Throw Moves=== |
Revision as of 18:52, 11 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.)
Unique Moves
Throw Moves
Special Moves
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 |