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| ===Unique Moves=== | | ===Unique Moves=== |
| ===Throw Moves=== | | ===Throw Moves=== |
| | {{SF2HFMoveListHeader}} |
| | {{SF2HFMoveListRow | Piledriver | close, b or f + mp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Iron Claw | far b or f + mp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Brain Buster | close, b or f + hp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Kamitsuki | far b or f + hp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Deadly Driver | close, db or df + mp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Leg Throw | close, db or df + hp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Stomach Claw | far db or df + mp or hp | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | German Suplex | close, b or f + mk | - | 8 | 60 | - | - | - | - | throw}} |
| | {{SF2HFMoveListRow | Thunder Fire Powerbomb | close, b or f + hk | - | 8 | 60 | - | - | - | - | throw}} |
| | |
| | {{MoveListFooter}} |
| | |
| ===Special Moves=== | | ===Special Moves=== |
| {{SF2HFMoveListHeader}} | | {{SF2HFMoveListHeader}} |
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
Damage Scaling Factor:
25/32
Color Options
Moves List
Normal Moves
- Standing Normal Moves (st.)
Standing Light Punch
{{#motion: lp }}
12
-
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 }}
12
-
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.)
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 Hard Punch
{{#motion: (near opponent) hp }}
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 }}
22
8,8
60,60
13
6
13*
+8/+9
{{#motion: }}
Close Hardk Kick
{{#motion: (near opponent) hk }}
22+6
8,8
60,60
13
6
13*
+8/+9
{{#motion: }}
- Crouching Normal Moves (cr.)
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.)
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.)
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 }}
Unique Moves
Throw Moves
Piledriver
{{#motion: close, b or f + mp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Iron Claw
{{#motion: far b or f + mp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Brain Buster
{{#motion: close, b or f + hp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Kamitsuki
{{#motion: far b or f + hp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Deadly Driver
{{#motion: close, db or df + mp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Leg Throw
{{#motion: close, db or df + hp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Stomach Claw
{{#motion: far db or df + mp or hp }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
German Suplex
{{#motion: close, b or f + mk }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Thunder Fire Powerbomb
{{#motion: close, b or f + hk }}
-
8
60
-
-
-
-
throw
{{#motion: {{{11}}} }}
Special Moves
Spinning Lariat
{{#motion: 3p }}
-
-
-
-
54
-
9
-
{{#motion: Invincible during 'startup' }}
Quick Spinning Lariat
{{#motion: 3k }}
-
-
-
-
54
-
9
-
{{#motion: Invincible during 'startup' }}
Spinning Pile Driver
{{#motion: 360 + lp near opponent }}
28
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
Spinning Pile Driver
{{#motion: 360 + mp near opponent }}
28
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
Spinning Pile Driver
{{#motion: 360 + hp near opponent }}
28
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
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
Hitboxes