• Uses pro wrestling moves
    • Combos and throws do massive damage
    • Can snuff out, dodge fireballs
    • Currently considered a top character
    • First appeared in Street Fighter II
  • Zangief is a playable character in Street Fighter 4. He is a Russian professional wrestler who uses wrestling moves like suplexes and piledrivers in addition to regular kicks and punches. Zangief is currently considered one of the best characters in the game and extremely potent on both offense and defense.EventHubs: Street Fighter 4 Tiers Though he lacks projectiles, he can defend against and avoid fireballs easily and, once close-up, can do a tremendous amount of damage with his combos and throws. Zangief first appeared in Street Fighter II.
  • Zangief Key Move Stragies

    The Spinning Piledriver is Zangief's signature move. When close to his enemy, Zangief grabs them, leaps up in the air and drives their head down into the ground while spinning. The move does a huge amount of damage and can be "ticked" into by forcing the enemy to block against a normal attack and then immediately doing the throw.

    The 360 degree joystick motion is difficult to master, but technically the game only requires you to do a 270 degree motion. As long as you hit seven directional points on the joystick, the command will work.EventHubs: Zangief Character Guide The EX version of this move, which is executed with two Punches instead of just one, will often beat out other moves and has huge range.

    Anti-Air Strategies: The PPP and KKK lariats are strong, and have great priority, except against retreating j. attacks, and well timed j. kick from Shoto characters.

    Cr. strong beats many attacks, but Gief must be completely below character. This moves works well against Cammy, El Fuerte and Rufus.

    Focus Attack Level 2 is a good way to absorb j. attacks from Shoto characters, but you must cancel immediately.

    S. Roundhouse is great against retreating characters.

    S. Jab in close can stuff some attacks.

    J. Medium can stuff projectiles and many jumping attacks. It has excellent priority.

    J. Strong or Fierce (Headbutt) is excellent, but the timing varies from character to character.

    SPD is a great, but overused anti-air technique. Many Shoto users will try j. roundhouse to bait an SPD, and then do a vertical j. attack. Block and wait for character to land, and then punish with SPD.