Sasaki (Cody) vs ItabashiZangief (Zangief) - USF4
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Sasaki (Cody) vs ItabashiZangief (Zangief) - USF4
1 149 просмотров · 1 г. назад
DragonDanceBeats
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1 149 просмотров · 1 г. назад
My Match Analysis: The Bar Fight vs. The Final Grab – Sasaki vs. Itabashi Zangief
This set feels dirty in the best way.
Cody and Zangief are not having a clean fencing match here. This is not about elegant spacing for its own sake. Sasaki’s Cody wants to turn the screen into a back-alley fight: Bad Stone to slow the walk, crouching jab to check movement, Ruffian Kick to catch mistakes, Criminal Upper to make close-range pressure hurt, and frame traps that make every button feel risky.
Itabashi Zangief is walking into all of that with one message: eventually, I only need to be close once.
That is the tension. Cody can make Zangief suffer on the way in. Bad Stone can interrupt the rhythm. Cody’s buttons can make forward movement annoying. Ruffian Kick can punish careless steps. If Sasaki gets the right spacing, Zangief has to eat small problems over and over before he reaches the range where the match becomes terrifying.
But Zangief’s threat does not disappear just because he is losing neutral.
Itabashi keeps carrying that command grab pressure with him. SPD, EX Green Hand, lariat reads, empty jump low, jump-in pressure, and corner presence all change how Cody has to defend. Once Zangief gets close enough, Sasaki is no longer just playing footsies. He is managing fear. Jump too early, get punished. Sit still too long, get grabbed. Swing at the wrong time, get blown up.
The best part of this matchup is how both characters make “simple” situations feel ugly. Cody does not need flashy movement to be scary; he just needs the opponent in that range where every jab, rock, and frame trap starts to feel personal. Zangief does not need constant speed; he needs patience, one knockdown, and the opponent’s panic to do half the work for him.
A 3-2 result fits this kind of set perfectly. Sasaki clearly finds enough moments to make Cody’s grounded damage and pressure matter, but Itabashi survives the uncomfortable parts and keeps dragging the match back toward the one question Cody hates answering: what are you going to do when Zangief is finally next to you?
By the end, this feels less like a matchup chart and more like a stress test. Sasaki’s Cody brings the grit, the rocks, the punches, and the street-fight rhythm. Itabashi Zangief brings the slow walk, the patience, and the final grab waiting behind every defensive mistake.
Final Result
Itabashi Zangief defeats Sasaki 3-2.
4th TOPANGA League B League Overview
The 4th TOPANGA League B League was a 16-player round-robin league held in Ultra Street Fighter IV, with players competing for promotion into the A League. The top 4 players earned direct promotion to the A League, while 5th and 6th place advanced to the A/B Promotion Match.
The B League featured 16 players in a full round-robin format, with 120 total matches. Matches were played online, and each set was first-to-3 games.
16 Competitors
Mago (Yang)
Tokido (Akuma)
YHC-Mochi (Dhalsim)
NISHIKIN / Nishikin (Blanka)
KojiKOG (T. Hawk)
sako (Elena)
Nemo (Rolento)
Itabashi Zangief (Zangief)
Ninomae (Rose)
Katakana de Aoki (Decapre)
EX Pugera (Ibuki)
Oitajin (Chun-Li)
Akutagawa (Dudley)
Santaro (Sagat)
Sasaki (Cody)
Yossan (Juri)
Technical Breakdown: B League Round-Robin Format
Format: First-to-3 (FT3).
Game: Ultra Street Fighter IV.
Purpose: Promotion into the 4th TOPANGA League A League.
#StreetFighter #USF4 #UltraStreetFighterIV #TOPANGALeague #Sasaki #ItabashiZangief #Cody #Zangief #FGC