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Zangief from Street Fighters

Zangief

(Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.


Background

  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Mobile.
  • Height: 7’0” Weight: 256 lbs.
  • Eyes: {Color} Hair: Brown mohawk.


History

Zangief is one of the proud products that Russia has. Having great physique, Zangief is a great wrestler. He wrestles bears as part of his training regime to be even stronger and tougher. Having learned his Spinning Piledriver move from his previous entry in the Street Fighter tournament from a cyclone, Zangief trains even harder to get better in handling opponents.

As a patriotic and loyal citizen of Russia, Zangief tries as much as possible to glorify his own country, and to be known to be the best the world has to offer. Zangief enters the next Street Fighter tournament to test himself out, as well as gaining the title he always dreamed for… the strongest man in the world.


Quotes

“My strength is much greater than yours.”


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protaganist can save the day.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Zangief

Dex: 06 Str: 06 Bod: 06 Motivation: Thrill of Adventure
Int: 04 Wil: 07 Min: 07 Occupation: Wrestler
Inf: 04 Aur: 05 Spi: 06 Resources {or Wealth}: 004
Init: 016 HP: 065

Powers:
Jumping: 01, Super Power Reserve: 05, Dispersal: 08

Bonuses and Limitations:

  • Zangief’s Jumping can rise to 2 APs when performing the Spinning Pile Driver, but this is the only such situation when it would.
  • Super Power Reserve may only be applied to his Spinning Pile Driver.
  • Dispersal can only be used when performing his “Spinning Lariat” attack. However, he must time it correctly in order for it to protect himself from an attack ; to do so, he uses his DEX as AV/EV while her opponent’s AV is used as OV/RV. If he succeeds, Dispersal is considered to be active against that attack. Use of Dispersal in this way is not considered to be a Dice Action.
  • Dispersal protects against energy attacks as well, allowing him to automatically pass through any energy attack that has APs less than his APs of Dispersal.
  • His Spinning Knuckle attack is a normal Martial Arts attack (not Critical or Devastating).

Skills:
Artist (dancer): 01, Martial Artist: 08

Advantages:
Scholar (wrestling ; this gives him a +2 Column Shift to his AV only), Combat Scholar (Spinning Pile Driver. This is a grab and may use his wrestling Scholar at the same time).

Connections:
Gorbachev (Low).


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).

Helper(s): Bryant Berggren.

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