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Line 453: |
Line 453: |
| ===Special Moves=== | | ===Special Moves=== |
|
| |
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| *<b>Electric Thunder:</b> press any single Punch repeatedly | | *<b>Double Lariat:</b> Press all Punch Buttons |
| LP version: | | LP/MP versions (whiff): |
| {| border="1em" cellspacing="0" style="border: 1px solid #999;" | | {| border="1em" cellspacing="0" style="border: 1px solid #999;" |
| |- valign="bottom" | | |- valign="bottom" |
Line 478: |
Line 478: |
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| *<b>Rolling Attack:</b> charge ←, → + Punch (charge 60f) | | *<b>Quick Double Lariat:</b> Press all Kick Buttons |
| LP/MP versions (whiff): | | LP/MP versions (whiff): |
| {| border="1em" cellspacing="0" style="border: 1px solid #999;" | | {| border="1em" cellspacing="0" style="border: 1px solid #999;" |
Line 493: |
Line 493: |
| | align="center" bgcolor="blue" | ∞ | | | align="center" bgcolor="blue" | ∞ |
| |} | | |} |
|
| |
|
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| *<b>Vertical Rolling Attack:</b> charge ↓, ↑ + Kick (charge 60f)
| |
| LK version (whiff):
| |
| {| border="1em" cellspacing="0" style="border: 1px solid #999;"
| |
| |- valign="bottom"
| |
| | align="center" | [[File:Sf2hf-zangief-roll-lp-a1.png]] || align="center" | [[File:Sf2hf-zangief-uproll-lk-r1.png]] || align="center" | [[File:Sf2hf-zangief-roll-lp-r.png]]
| |
| |-
| |
| | align="center" bgcolor="blue" | 45 || align="center" | 6 || align="center" | 1
| |
| |-
| |
| | align="center" bgcolor="blue" | 45 || align="center" colspan="2" | 7
| |
| |}
| |
| Recovery is unthrowable except for the final frame.
| |
|
| |
| MK version (whiff):
| |
| {| border="1em" cellspacing="0" style="border: 1px solid #999;"
| |
| |- valign="bottom"
| |
| | align="center" | [[File:Sf2hf-zangief-roll-lp-a1.png]] || align="center" | [[File:Sf2hf-zangief-uproll-lk-r1.png]] || align="center" | [[File:Sf2hf-zangief-roll-lp-r.png]]
| |
| |-
| |
| | align="center" bgcolor="blue" | 50 || align="center" | 6 || align="center" | 1
| |
| |-
| |
| | align="center" bgcolor="blue" | 50 || align="center" colspan="2" | 7
| |
| |}
| |
| Recovery is unthrowable except for the final frame.
| |
|
| |
| HK version (whiff):
| |
| {| border="1em" cellspacing="0" style="border: 1px solid #999;"
| |
| |- valign="bottom"
| |
| | align="center" | [[File:Sf2hf-zangief-roll-lp-a1.png]] || align="center" | [[File:Sf2hf-zangief-uproll-lk-r1.png]] || align="center" | [[File:Sf2hf-zangief-roll-lp-r.png]]
| |
| |-
| |
| | align="center" bgcolor="blue" | 56 || align="center" | 6 || align="center" | 1
| |
| |-
| |
| | align="center" bgcolor="blue" | 56 || align="center" colspan="2" | 7
| |
| |}
| |
| Recovery is unthrowable except for the final frame.
| |
|
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| ===Misc Animations=== | | ===Misc Animations=== |
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
Default |
Start
|
 |
|
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: specialcancel }}
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: }}
Close Light Kick
{{#motion: (near opponent) lk }}
16
-
4
40
15
4
13*
-3/-2
{{#motion: specialcancel }}
Close Medium Kick
{{#motion: (near opponent) mk }}
22
8,8
60,60
13
6
13*
+8/+9
{{#motion: specialcancel }}
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 specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
18
8
60
8
3
17*
-1/+0
{{#motion: specialcancel }}
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 specialcancel }}
Crouching Medium Kick
{{#motion: d + mk }}
18
8
60
6
4
7*
+8/+9
{{#motion: low specialcancel }}
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: }}
Iron Claw
{{#motion: far b or f + mp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Brain Buster
{{#motion: close, b or f + hp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Kamitsuki
{{#motion: far b or f + hp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Deadly Driver
{{#motion: close, db or df + mp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Leg Throw
{{#motion: close, db or df + hp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Stomach Claw
{{#motion: far db or df + mp or hp }}
-
8
60
-
-
-
-
throw
{{#motion: }}
German Suplex
{{#motion: close, b or f + mk }}
-
8
60
-
-
-
-
throw
{{#motion: }}
Thunder Fire Powerbomb
{{#motion: close, b or f + hk }}
-
8
60
-
-
-
-
throw
{{#motion: }}
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 }}
50
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
Spinning Pile Driver
{{#motion: 360 + mp near opponent }}
50
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
Spinning Pile Driver
{{#motion: 360 + hp near opponent }}
50
?
10
99
-
3
17
KD/-12
{{#motion: throw }}
Hitboxes
Standing Normals
Close Standing Normals
Crouching Normals
Aerial Normals
- Neutral/Diagonal Jumping LP:
- Neutral/Diagonal Jumping MP:
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
Throws
- Wild Fang a.k.a. Bite: (←/→ + HP)
Special Moves
- Double Lariat: Press all Punch Buttons
LP/MP versions (whiff):
MP version:
HP version:
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Quick Double Lariat: Press all Kick Buttons
LP/MP versions (whiff):
HP version (whiff):
Misc Animations
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
Standing Normals
Close Standing Normals
Crouching Normals
Aerial Normals
- Neutral/Diagonal Jumping LP:
- Neutral/Diagonal Jumping MP:
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
Throws
- Wild Fang a.k.a. Bite: (←/→ + HP)
Special Moves
- Electric Thunder: press any single Punch repeatedly
LP version:
MP version:
HP version:
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Rolling Attack: charge ←, → + Punch (charge 60f)
LP/MP versions (whiff):
HP version (whiff):
- Vertical Rolling Attack: charge ↓, ↑ + Kick (charge 60f)
LK version (whiff):
Recovery is unthrowable except for the final frame.
MK version (whiff):
Recovery is unthrowable except for the final frame.
HK version (whiff):
Recovery is unthrowable except for the final frame.
Misc Animations