Street Fighter II (Super NES) – Zangief

Developper : Capcom

Publisher : Capcom

Year : 1992

Type : Character playthrough

Zangief playthrough

Zangief is a well-known character in the Street Fighter Series. He represents the wrestler and the large, bulky character that is very strong but slow. Hailing from USSR, he was often seen as a rival to Guile, since he is American, but later game in the series doesn’t take this into account anymore. In games that , story wise, takes place after 1993, USSR is changed to Russia to reflet the current history.

Zangief is a motion character, along with three punches move. His infamous screw pile driver moves debuted in the game and is very devastating because Zangief doesn’t need to be very close to his opponent and is unblockable. His second move, the Lariat, allows him to avoid all projectile, except Sagat low tiger shot. Zangief also have a wide variety of throw and hold, including crouched throws, which is unique to him. In total, he has 6 regular throws and three hold. He also has a unique headbutt he can perform in the air which results, in most cases, as an instant dizzy. Lastly, he has a flying body press that his is only way to do a cross-up and perform combo that might stun his opponent.

Zangief destroy the CPU because of the fact that he lands very close to his opponent during the Screw Piledriver. In fact, it could be theoretically possible to spam the move over and over without the opponent being able to do anything, but it requires a first attempt as well as precise timing. His Lariat doesn’t knockdowns in WW, causing rusher like Balrog to be hit over and over and be dizzied. His normal are good as well and his flying body press is essential for cross-up. His regular piledriver throw is an excellent way to start the flying body press chain combo.

As a side note, CPU Zangief has 2 abilities the regular player can’t do. He can get out of a stun states immediately (to the point that it is barely possible to see him dizzied). His three holds can also be near impossible to escape until 60% of damage is done. This is commonly seen at the highest difficulty.

TAS tools were used to make this high quality playthrough video.

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