Super Street Fighter 2 Turbo/Zangief/Introduction

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Story

Date of Birth: 6/1/1956
Height: 7'0"
Weight: 256 lbs
Measurements: B 64", W 50", H 59"
Blood Type: A
Likes: Wrestling bears, Cossack dancing, vodka
Dislikes: Projectiles, bears who can't wrestle properly

Zangief is a simple man. He loves his homeland of Russia, and he's strong. His sheer strength has made him a national hero, nicknamed the "Red Cyclone", a name that inspires both awe and terror in anyone that hears it. His fame attracts the attention of the president of the Soviet Union, who promises him the country's full support if he travels the globe and shows off the might of his proud country. Being a very patriotic man, Zangief agrees, and his exploits have now landed him in the World Warrior tournament, the Soviet Union versus the rest of the world.


Overview

Zangief is often regarded as either the 3rd or 4th worst character in the game, so he is considered a low tier. He has a relatively large number of seriously unfavorable match-ups (3-7 or worse), and no seriously favorable ones, according to the average matchup data from Japan. On the other hand, excluding the E.Honda, Guile and Old Sagat match-ups, it is still possible to win in a consistent manner, you will just need to work harder.

Some believe that there is only one "style"/way to play Zangief, but comparing the top two Zangief players from Japan, one will notice how different they play. Check these videos to better understand this: Pony's solid, classic style and Gunze's more Lariat-heavy one. Sure Zangief is not as crafty as Cammy and Fei Long, but it is still possible to create your own Zangief style.

If you're starting to play this game now or you play another character and you are somewhat interested in Zangief, then go for it. He is a hard character to learn, but when you get past a certain level you will certainly agree that he is one of the most fun characters to play with.



Strengths Weaknesses
  • Close Up Crusher: The entire cast (except T.Hawk) are forced to rely on keepaway tactics against Zangief due to his devastatingly powerful close range game.
  • Lariat Through Projectiles: Zangief's Lariats have projectile invincibility, allowing him to barely ever take damage from them at a distance.
  • Screw Pile Driver: The range on SPD is incredible, allowing you to tick anyone outside of their throw range and do some cool walk-up grabs.
  • Crouching Throw: Zangief is the only character in the game who can throw while crouching, which can save your life against several different mixups.
  • Cross Upper: He is very hard to cross up, on top of having the best cross up move in the game, priority wise (HP Splash).
  • Tough Nut: Zangief takes less damage from attacks and is harder to dizzy, giving him more survivability.
  • Decent Combos
  • Pure Power: Final Atomic Buster is the most damaging Super Combo in the game.
  • No Projectile: Zangief's lack of a projectile means you constantly have to be on offense in order to win.
  • Poor Priority Normals: A lot of Zangief's normals have poor priority.
  • Short Ranged Super: Final Atomic Buster's range is very short, even exceeded by his normal throws.
  • Let Him In: Keep away tactics are very effective against Zangief.
  • Bad Matches: Has the second worst matchup in the game against E. Honda, and many other hard ones (Old Sagat, Guile, Chun-Li, Dhalsim, Fei Long).


New & Old Versions Comparison

To select Old Zangief, choose Zangief and then press ← → → → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: Old Zangief cannot tech throws, or use a Super Combo;
  • O.Zangief cannot use MP/HP hops or Banishing Flat (Green Hand)
  • O.Zangief's empty jumps have fatter hurtboxes;
  • O.Zangief has some differences in some of his normals:
    • Close Standing Jab is a bit worse (does not has that improved hitbox on the first active frame, the other active frames are a bit worse and has a smaller activation range);
    • Close/Far Standing Strong can be special canceled and do a little more damage;
    • Close/Far Standing Fierce do a little more damage;
    • Crouching Fierce do a little more damage;
    • Close Standing Short have worse priority, but this is meaningless;
    • Far Standing Short can be special canceled;
    • Far Standing Forward has better anti-air priority, but worse ground priority and horizontal range;
    • Close Standing Roundhouse do a little more damage;
    • Far Standing Roundhouse has very poor priority but can be special canceled and do a little more damage;
    • Crouching Roundhouse can be special canceled and do a little more damage, this is nice;
    • Most of his aerial attacks have fatter body hurtboxes, including his splash and headbutts. They hardly alter the air to air priority though;
    • Neutral Jumping Fierce do a little more damage;
    • Diagonal Jumping Fierce do a little more damage;
    • Neutral Jumping Roundhouse do a little more damage;
    • Diagonal Jumping Roundhouse do a little more damage;
  • O.Zangief Knee Drops do more damage;
  • O.Zangief has some differences in his Lariats:
    • Both Punch and Kick versions have a different head hurtbox during the start-up frames: better horizontal priority and different vertical priority; that last one allows O.Zangief to beat Shoto's Tatsus from a crouched position with 100% success while with N.Zangief you actually need to time it right or lariat will be beaten. On the other way, it will be worse against Vega(Claw)'s Wall Dives. The better horizontal priority helps against T.Hawk to counter his dives during the 7 first frames easier. All in all it's a little buff/nerf for O.Zangief in these matchups, but it's basically the same really;
    • Kick version does not have the improved foot hurtbox which lets N.Zangief beat some supers and pass through low Tiger shots. This is vital and totally compromises O.Zangief in that match-up;

In the WORLD revision of arcade ST, there is a bug in O.Zangief’s Roundhouse Suplex. If done as reversal, he will grab the opponent from any range if they are throwable, even from full screen away. Perhaps if someone mastered this, it could make Zangief vs E.Honda a fair match or something. Just think, blocked HHS -> Reversal Suplex, madness. (This is a bug, though, so you should not take this seriously)

O.Zangief can special cancel some normals that N.Zangief can not, but that's it. Stick to N.Zangief; only use O.Zangief for casual play, or if you want to troll someone with his Roundhouse Suplex bug.


Color Options

Jab Strong Fierce Start Old
Zangief-lp.gif Zangief-mp.gif Zangief-hp.gif Zangief-start.gif Zangief-old1.gif
Zangief-lk.gif Zangief-mk.gif Zangief-hk.gif Zangief-hold.gif Zangief-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD