
Another of video gaming's greatest myths has been confirmed, 30 years after it first did the rounds in a pre-internet world.
The myth relates to Capcom's insanely popular Street Fighter II: The World Warrior, and the notion that the original version of the game, first released in arcades in 1991 and later ported to the SNES, contains a '10-0 matchup' between the characters Zangief and E. Honda.
In case you're not familiar with that terminology, a 10-0 matchup is used to describe a contest between two characters where one is at such an unfair advantage that they always come out on top in a 'best of 10' contest. In this case, we have a situation where the player controlling Honda will always lose against the player controlling Zangief, providing the correct tactics are employed.
How does this work? Well, as the round begins, Zangief performs his Spinning Piledriver, the most powerful move in the entire game. The myth always maintained that in the original version of Street Fighter II, the range of this grapple move was so great that Zangief was able to grab Honda from the very start of the round without moving (Honda's sprite is one of the largest – or should we say 'widest' – in the game).
Zangief can then perform the Spinning Piledriver again as Honda picks himself up, due to the fact that there's no way of reversing the grapple attack from a knockdown position. This was later added to Street Fighter II's successors, but it's not in the original game.
This can be repeated until Honda runs out of stamina, as he's incapable of leaping to safety because, in Street Fighter II, characters are vulnerable to throws even at the start of a jump. So, as long as Zangief is able to pull off that initial Spinning Piledriver as the round starts (and continue to pull off the move repeatedly) there's no way Honda can break the chain and the round is effectively over the moment it begins.
What makes all of this so interesting is that like all good video game myths, this one is well-known but has gone largely unproven over the decades. Because it doesn't exist in all versions of Street Fighter II: The World Warrior, many people assumed it was only present in a very, very early version of the game and was later fixed by Capcom.
Keen to know the truth, fighting game expert TheoryFighter tested several versions of the original game and found that the range of Zangief's Spinning Piledriver wasn't enough to trigger it from the start of the round. Despondent, he was close to conceding that perhaps this particular myth was just that – a work of fiction; a fabrication which began life as idle gossip 30 years ago.
TheoryFighter then threw the challenge down on Twitter:
Amazingly, on 13th May 2021, someone claimed the bounty:
The version of the game in question is a beta of Street Fighter II on SNES and not a final production version. So how did the myth become so widespread in the days before people had access to emulators and the internet?
TheoryFighter has a, er, 'theory', which he explains to Eurogamer:
At this point in time, home versions of fighters were incredibly inaccurate when compared to their arcade counterparts but these inaccuracies weren't documented online like they are now. So it's possible that word of mouth just spread from a handful of people playing the SNES version as genuine matchup advice without the understanding of how bad these ports are.
My other theory is, it did actually exist on the arcade version. People have continued to talk about it and if the beta of the arcade version is even half as broken as the SNES port, anything is possible because that game is a complete mess. The problem is we don't have a ROM dump of the arcade beta, and until someone finds one we'll never find out.
Were you aware of this particular myth? Have you ever seen it done yourself? Let us know with a comment.
[source eurogamer.net]
Comments 38
I remember this video popping up in my recommendeds earlier, wow it's interesting to hear an update that someone found a real version where it happens.
I wonder how many revisions of SFII actually exist - it must be one of the games with the most released revisions of all.
oh lordy why did you just meatspin my memory.
Those early SF2 jamma boards were rife with glitches, Guile’s handcuffs, Zangiefs incredible reach etc.
The title is a contradiction in terms.
If it has been confirmed,
then it is no longer a myth.
@The_New_Butler To be honest, a lot of fighting games even to this day have AIs that cheat in certain difficulties/fights in ways that are completely unfair.
But if it’s just in Beta versions, how did anyone outside of Capcom’a dev team ever see it? Or have I misinterpreted “beta”?
@The_New_Butler SF2 AI is really nothing compared to the cheating AI in Mortal Kombat or SNK fighters.
But he's Zangief, he's not bad guy.
Street fighter 2 is legendary
It brings back memories from when I got my snes with Street Fighter II, Fzero, Starfox, Megaman X, Super Mario Kart, Super Mario World etc. Nostalgiaaaa!
You used the word "myth" eight times in this article. This was never a myth, it was a legend. A myth is a foundational story that purports to explain a cosmology, a natural phenomenon or the core tenets of a belief system. It is usually totally unverifiable. This is none of those things, especially now that it has been proven to be actual fact.
The word "legend" is perfectly good and actually means the thing you're talking about.
@The_New_Butler The least cheating AI in SF2 is Hyper Fighting
Really cool, but if you can pull off a 360 spinning piledriver consistently at will; you also probably don’t need this tactic.
@gaga64 well you see, my uncle worked at Capcom, and he told me, and I told my friend Matt at recess, and it just went from there.
@Deady you’ve got a lot to answer for
So its only confirmed on the SNES version. I remember another myth in Double Dragon arcade where you could climb to balcony and get boss machine gun. Half true. You could get to the balcony but not get the weapon
I am not even a Street Fighter fan and I found this article pretty interesting! Just imagine how many people back in the day hoped they could see this for themselves around the time the game initially released. Legend confirmed!
Ah, this article is so great! Reminds me of all the wild rumors that used to go around the school yard regarding games, then we would all rush home and try to replicate them but would be disappointed!
My favorite one was from Final Fantasy 3. This one kid at school was adamant that he saved General Leo and that he had him through the rest of the game! He gave us a pretty convincing method, too but of course, without Game Genie it was impossible.
NINJA APPROVED
@HamatoYoshi True, plus inexperienced programming that style of game.
Well my family must have had that version as my brother always cheesed E Honda (and a few others) with Zangief's spinning piledriver. I was too young to ever get the move to work, so stuck to Blanka and Dhalsim as they had the easiest moves. My brother also did exceptionally dodgey moves with Guile, were you could Queue up sonic booms and flash kicks mid combo, he was like the computer for cheeseyness.
Bring back 92. I have nothing else to add xx
@Deady thanks for the tip back then, and of course I told Jeff.
@The_New_Butler yes! The computer AI would do flash kicks from standing, no charge time, also would do sonic booms whilst walking forward!
Lots of arcade games cheated, even by arcade standards. Some did it more than others, and some hid it better than others. Some of my favorite fighting games(Last Blade, KOF 98) didn't feel like they cheated as obviously as SF2, which clearly used the players inputs to trigger higher-priority attacks by the CPU within range. Still, despite the cheating, the CPU routines follow patterns and it becomes a puzzle to solve. It's easy enough to exploit even on the hardest arcade difficulty.
As I was reading this, my theory was along the lines of the second theory mentioned here, that the story stemmed from early arcade versions, likely location tests which were common before games were officially distributed widely. There was an article here a year ago specifically about how Zangief was too strong and had to be toned down during such tests. I'd assume that would mostly come down to grapple range for the spinning piledriver, among some other things. I can see how Zangief's advantage would be even more pronounced against Honda due to sprite sizes.
Here is the article from last year about those location tests and how that led to some balancing tweaks:
https://www.nintendolife.com/news/2020/07/street_fighter_iis_zangief_was_nerfed_because_one_player_was_too_good_with_him
Tip for those who want to master Zangief in any Street Fighter that is not the first one. To perform his Tombstone Pile Driver the best way, always do the rotation immediately while you jump or get thrown at or whatever and when you do the 360 rotation, end the rotation early at 3 o'clock (or 9 o'clock if you're facing left) then press punch, not back at 12 noon/midnight. Most player failed to do this cause they think they had to do the full 360 rotation so they start at noon and end at midnight, that will get you nowhere with Zangief.
Ryu/Ken vs Gief in World Warrior - that was a 10-0 match up.
Fantastic article, I love uncovering these legends.
@gaga64 They get leaked sometimes. There are at least a couple SNES games that only exist preserved online with ROMs, because they got leaked in the days they were still being made.
Some people didn't even realize never made it to physical production until years later when people started to go for full collections.
“it's possible that word of mouth just spread from a handful of people playing the SNES version as genuine matchup advice without the understanding of how bad these ports are.”
WTF this clown just dissed the greatest arcade conversion in gaming history
@bryce951
It’s not even close to being a “good” port.
It’s decent at best.
The best “period” port of an SFII variant was the 3DO version of Super Turbo. But even it had a ton of flaws. It was just the closest. The rest of them were serviceable.
There were probably more bootleg variants of SFII than legit revisions. The possibilities are endless.
I was just thinking. Did anyone run these tests with Zangief controlled by the CPU? If anyone can do what humans aren't allowed to do in Street Fighter II we all know that their name is SEE PEE YOU.
@sdelfin
I seriously think that the CPU did it at some point and someone presumed that that meant they could too.
"The version of the game in question is a beta of Street Fighter II on SNES and not a final production version."
Okay, that answers my question.
It's hard to list he endless number of absurd cheats I saw in the arcades back when I was kid. One of the most memorable was a guy losing half a life bar to a Bison torpedo. Half! Of course it was the final round and that half bar was all he got.
I had never heard about the SDP Honda legend. Nice article and the Theory Fighter video was really nice too
But as someone mentioned in the comments, Mortal Kombat and SNK AIs were much worse than SF's. It was just ridiculous. And thinking about it now, all I can think of is how great some guys were beating the most cheating of AIs
I had no idea. Even though now I think about it Zangief could be incredibly hard sometimes. The AI could do a spinning pile driver out of nowhere sometimes. Me I don’t think I’ve ever managed to do one 😅
@TheRedComet You’re missing my point. Yes there are far more accurate arcade conversions up to to that point (summer 1992) about the best we’d had were home megadrive ports of things like ghouls n ghosts, which werent really that close. Mostly people were used to 8 bit ports of vastly more powerful 80s arcade games.
SF2 on super nes was an absolute game changer and an amazing conversion of the most popular video game in the world at the time. It looked, to the layman, just like the arcade game and played the same & it sold the SNES. especially in the UK
Wait. The SFII SNES ports are "bad" and "a complete mess"?
Golly, I never knew.
Yeah, they don't play accurately enough to be good practice for proper SF2 play. While SNES Turbo looks and sounds a little better than Mega Drive/Genesis Champion Edition, Champion Edition actually plays more accurately to the CPS1 games. TheoryFighter knows his stuff down to the smallest details of this game - don't go "well I think it's good so he's a clown for dissing it".
Also, standing SPDs aren't that hard to do, and are practically mandatory if you're going to play a grappler in fighting games. The fact that charge characters could do charge moves while walking forward, however, is completely impossible for a human player.
This round-start 10-0 is honestly a little dubious though, as there isn't really any evidence pointing towards whether this is actually a beta or just a ROM hack, which were a dime a dozen for vanilla SF2 on SNES. It's still kind of interesting. 8-2 matchups are ultra-rare and 9-1 matchups are nearly nonexistant, so the idea of a 10-0 where you are guaranteed to win just because you and your opponent picked specific characters is super interesting. I personally don't think this beta is the real deal, because how would it have gotten into the hands of people in the mid 90s when the only known World Warrior prototype was discovered in 2020? It's much more likely either the 10-0 is a complete fabrication, or was only in the location test phase of the original arcade game.
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