Street Fighter V/Zeku (Young): Difference between revisions

From SuperCombo Wiki
(Created page with "{{Infobox Character SFV |name=Zeku (Young) |hash=ZKU |image=SFV-Zeku (Young)_Portrait.jpg |hp=1000 |stun=1000 |vt1=600 |vt2=600 |movef=5.4 |moveb=3.5 |dashf=17 |dashb=22 |dash...")
 
No edit summary
Line 2,079: Line 2,079:
=====<font style="visibility:hidden; float:right">Habakiri</font>=====
=====<font style="visibility:hidden; float:right">Habakiri</font>=====
{{MoveData
{{MoveData
|image=SFV_Zeku (Young)_MKHP.png
|image=SFV_Zeku (Young)_MKHP_break.png
|name=Habakiri
|name=Habakiri
|input=MKHP
|input=MKHP

Revision as of 14:48, 6 March 2021

Introduction

About Zeku

Zeku is two characters in one, with an old form and a young form. The old form excels at long ranged spacing and poking, while the young form is better at pressure and combos. These give you a character who's good at pretty much everything but not all at once. Being strong with Zeku means you have to know when the right moment is to switch to the form best suited for whatever situation they're needed for. Good use of the form swap can throw an opponent off their game, as they'll have to constantly change what they have to watch out for in neutral. This goes for the Zeku player as well, as they'll have to constantly know what to do in neutral based on their form, not to mention memorizing his vast amount of combos and setups for both forms and between the two. If you like a character more complex than most with critical strengths and weaknesses that you'll swap constantly, Zeku could be just for you.

Unique Mechanics

By using his V-Skill 1, VT2, or pressing 22PP, Zeku will change from Old Zeku to Young Zeku. These are two completely different characters with different normals, command normals, and specials. Old Zeku is slower focusing more on spacing and ranged game, Young Zeku is much more offensively focuses. You will always start a round as Old Zeku. Change form can be done off select normals. As old Zeku all grounded normals excluding his command overhead, standing MK / HK, crouching LK, MP and HK. As young Zeku all grounded normals excluding standing MK, HK, command overhead and all crouching kicks.

Final Patch

Players to Watch

  • Infexious
  • RB
  • Unsung
  • Wolfkrone
Zeku (Young)
SFV-Zeku (Young) Portrait.jpg
Vitals
Life Points 1000
Stun Points 1000
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5.4
Backward Walk Speed 3.5
Forward Dash Speed 17
Backward Dash Speed 22
Forward Dash Distance 169.2
Backward Dash Distance 100.4
Backdash CH Frames 3-11
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 216.4
Backward Jump Distance 186
Throws
Throw Hurtbox 0.3
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Zeku (Young) 5LP.png
Normal
SFV Zeku (Young) 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 9 3
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
  • Chains into st.LP and cr.LP
  • Less horizontal range on crouching than standing opponents
V-Trigger 1 Startup Active Recovery Hit
4(11) 2 11 1
Damage Stun Attack Block
30 70 H -1
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into LK/MP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Stand MP
Stand MP
5MP
SFV Zeku (Young) 5MP.png
Normal
SFV Zeku (Young) 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 16 8
Damage Stun Attack Block
60 100 H 2
  • Cancel options: vt1 vt2
  • Lots of hitstun so relatively easy to hit confirm
  • On hit Young Zeku can walk forward and combo into MP>HP with relative ease
  • On counter-hit can confirm into cr.HP > cr.HP (careful the 2nd hit of it whiffs if too far away)
V-Trigger 1 Startup Active Recovery Hit
5(12) 2 21 1
Damage Stun Attack Block
50 80 H -3
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into MK/HP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Stand HP
Stand HP
5HP
SFV Zeku (Young) 5HP.png
Normal
SFV Zeku (Young) 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 2 20(25) 2
Damage Stun Attack Block
80 150 H -3
  • Cancel options: sp su vt1 vt2
  • Pretty good range and hitbox and relatively hit confirmable makes this a good button to use and buffer during in neutral/footsies (very easily hit confirmable into the follow-up HP>HP Target Combo due to very lenient cancel window on the target combo cancel)
  • Target combo follow-up connects even from max range st.HP
  • Extra 5 frames of recovery (25) on whiff
V-Trigger 1 Startup Active Recovery Hit
12(19) 2 26 -4
Damage Stun Attack Block
60 100 H -8
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Stand LK
Stand LK
5LK
SFV Zeku (Young) 5LK.png
Normal
SFV Zeku (Young) 5LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 10 4
Damage Stun Attack Block
40 70 H -2
  • Cancel options: sp su vt1 vt2
  • Great range for a st.LK with strong frame-advantage and 4 active frames makes this a good poke tool and can cover both wake-ups
V-Trigger 1 Startup Active Recovery Hit
5(12) 4 9 1
Damage Stun Attack Block
40 70 H 0
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into MP/MK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Stand MK
Stand MK
5MK
SFV Zeku (Young) 5MK.png
Normal
SFV Zeku (Young) 5MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 3 17 2
Damage Stun Attack Block
60 100 H -3
  • Cancel options: vt1 vt2
  • Less risky to use and less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames
  • Hurtbox of the extended leg is high up and the hitbox hits crouchers so this is a good move against crouching low hitting pokes
  • Good buffer tool in neutral when you have V-Trigger Dash ready
  • Decent anti-air against horizontal approaches
V-Trigger 1 Startup Active Recovery Hit
8(15) 4 23 -3
Damage Stun Attack Block
50 80 H -8
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into HP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Stand HK
Stand HK
5HK
SFV Zeku (Young) 5HK.png
Normal
SFV Zeku (Young) 5HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 4 19(24) 3
Damage Stun Attack Block
90 150 H -2
  • Cancel options: vt1 vt2
  • Not actually airborne or throw invincible at any point
  • Hops over low hitting attacks on frames 9-19
  • Hits crouching opponents on later active frames (+5/0)
  • Application and purpose in use is similar to Guile's Sobat Kicks
  • Extra 5 frames of recovery (24) on whiff
V-Trigger 1 Startup Active Recovery Hit
12(19) 4 25 -3
Damage Stun Attack Block
60 100 H -8
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Does not chain into anything past HK (instead cancel into V-Trigger Attack)
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch LP
Crouch LP
2LP
SFV Zeku (Young) 2LP.png
Normal
SFV Zeku (Young) 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 8 4
Damage Stun Attack Block
20 70 H 2
  • Cancel options: sp su vt1 vt2
  • The least amount of pushback on any of Young Zeku's normals (ideal for starting blockstrings/frametraps)
V-Trigger 1 Startup Active Recovery Hit
3(10) 2 10 2
Damage Stun Attack Block
20 70 H 0
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into LK/MP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch MP
Crouch MP
2MP
SFV Zeku (Young) 2MP.png
Normal
SFV Zeku (Young) 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 3 14 5
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp vt1 vt2
  • Decent range (can used as a poke buffer and combo filler)
V-Trigger 1 Startup Active Recovery Hit
6(13) 3 19 -2
Damage Stun Attack Block
50 80 H -4
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into MK/HP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch HP
Crouch HP
2HP
SFV Zeku (Young) 2HP.png
Normal
SFV Zeku (Young) 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 3 20(25) 1
Damage Stun Attack Block
80 150 H -5
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
  • Can confirm into this after Counter-Hit st.MP (but need to do the Target Combo to be able to special cancel from cr.HP)
  • No hurtbox extension before active frames
  • Can be used as anti-air (but not as reliable as most anti-airs)
  • Extra 5 frames of recovery (25) on whiff
V-Trigger 1 Startup Active Recovery Hit
10(17) 3 26 -5
Damage Stun Attack Block
60 100 H -9
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch LK
Crouch LK
2LK
SFV Zeku (Young) 2LK.png
Normal
SFV Zeku (Young) 2LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 8 3
Damage Stun Attack Block
20 70 L 2
  • Cancel options: vt1 vt2
  • Pretty good range for a cr.LK but rather slow startup
V-Trigger 1 Startup Active Recovery Hit
5(12) 2 10 1
Damage Stun Attack Block
20 70 L 0
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into MP/MK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch MK
Crouch MK
2MK
SFV Zeku (Young) 2MK.png
Normal
SFV Zeku (Young) 2MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 3 16 2
Damage Stun Attack Block
50 100 L -3
  • Cancel options: vt1 vt2
  • Deceptively far range compared to what it looks like
  • Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames
  • Young Zeku's best button to buffer into V-Trigger Dash and confirm in neutral/footsies
V-Trigger 1 Startup Active Recovery Hit
8(15) 3 21 -4
Damage Stun Attack Block
50 80 L -8
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Chains into HP/HK
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Crouch HK
Crouch HK
2HK
SFV Zeku (Young) 2HK.png
Normal
SFV Zeku (Young) 2HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 7 20 KD
Damage Stun Attack Block
90 150 L -13
  • Cancel options: vt1 vt2
  • Active frames 1-7 cause a knockdown on hit and then active frames 8-11 just do a regular hit (both hits have different Crush Counter Properties too)
  • Pretty good range on the slide
  • Can easily cover both wake-ups in most knockdown scenarios (and cancel into V-Trigger if blocked to maintain + pressure)
V-Trigger 1 Startup Active Recovery Hit
10(17) 11 26 KD
Damage Stun Attack Block
60 100 L -18
  • Cancel options: sp su
  • Framedata shown here is when chained into during Zeku's V-Trigger Dash
  • The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
  • Does not chain into anything past HK (instead cancel into V-Trigger Attack)
  • First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
  • This V-Trigger 1 version of crouching HK is always a knockdown no matter how late into active frames it hits (unlike the regular crouching HK outside of V-Trigger 1)
Crouch HK late hit
Crouch HK late hit
2HK
SFV Zeku (Young) 2HK.png
Startup Active Recovery Hit
17 4 20 3
Damage Stun Attack Block
60 150 L -10
  • Cancel options: vt1 vt2
  • Framedata for the latter part of Young Zeku's slide
  • Last active frame is +6/-7
  • Does 30 less damage than the knockdown version of the slide
  • Pretty good range on the slide
  • Can easily cover both wake-ups in most knockdown scenarios (and cancel into V-Trigger if blocked to maintain + pressure)
Jump LP
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
8 2 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Puts airborne opponents into a free juggle state
Jump HP
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Strong air-to-air hitbox
Jump MK
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can cross up
Jump HK
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Kubi Kudaki
Kubi Kudaki
6HP
SFV Zeku (Young) 6HP.png
Startup Active Recovery Hit
22 1*1 22 1
Damage Stun Attack Block
40*40 (80) 50*50 (100) M*M -7
  • Cancel options: -
  • 2 less active frames on the 2nd hit than Old Zeku's f+HP overhead
  • Lack of proper active frames and pushback means there's no combo potential even if hit meaty 2nd hit and counter-hit

Target Combos

Kaeshi Saiha
Kaeshi Saiha
5HP > 5HP
SFV Zeku (Young) 5HP 5HP.png
Startup Active Recovery Hit
12+10 2 25 KD
Damage Stun Attack Block
80*54 (134) 150*90 (240) H*H -12
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VSkill 1
  • Cannot cancel into specials or the V-Skill follow-up on block
  • 2nd hit always connects even at max range st.HP
  • Easily hit confirmed into from the initial st.HP
  • +3 KDA if canceled into Run > Stop (+5 with EX Run > Stop)
Kaeshi Urasaiha
Kaeshi Urasaiha
2HP > 2HP
SFV Zeku (Young) 2HP 2HP.png
Startup Active Recovery Hit
10+9 1 28 KD
Damage Stun Attack Block
80*54 (134) 150*90 (240) H*H -10
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VSkill 1
  • Cannot cancel into specials or the V-Skill follow-up on block
  • Easily hit confirmed into from Counter-Hit st.MP
  • +5 KDA if canceled into Run > Stop (+7 with EX Run > Stop)
Kagerou
Kagerou
5HP > 5HP > MPMK (VS1)
SFV Zeku (Young) 5HP 5HP MPMK (VS1).png
Startup Active Recovery Hit
12+10+14 2 31 KD
Damage Stun Attack Block
80*54*40*24 (198) 150*90*0*120 (360) H*H*H -
  • Cancel options: su
  • On hit; transforms into Old Zeku and performs an additional strike
  • Hold forward on hit to switch sides
  • Builds 100 V-Gauge on hit (1/3rd bar)
  • Can cancel into CA on hit
Urakagerou
Urakagerou
2HP > 2HP > MPMK (VS1)
SFV Zeku (Young) 2HP 2HP MPMK (VS1).png
Startup Active Recovery Hit
10+9+14 2 31 KD
Damage Stun Attack Block
80*54*40*24 (198) 150*90*0*120 (360) H*H*H -
  • Cancel options: su
  • On hit; transforms into Old Zeku and performs an additional strike
  • Hold forward on hit to switch sides
  • Builds 100 V-Gauge on hit (1/3rd bar)
  • Can cancel into CA on hit
Sekibu No Jin
Sekibu No Jin
5HP > 5HP > MPMK (VS2)
SFV Zeku (Young) 5HP 5HP MPMK (VS2).png
Startup Active Recovery Hit
12+10+30 - 35 KD
Damage Stun Attack Block
80*54 (134) 150*90 (240) H*H -
  • Cancel options: -
  • Can only cancel into V-Skill on hit
  • +9 KDA if canceled into stance switch (KDA listed in parentheses)
  • Cannot safely get weasel out on quick rise midscreen
Hakuso No Jin
Hakuso No Jin
2HP > 2HP > MPMK (VS2)
SFV Zeku (Young) 2HP 2HP MPMK (VS2).png
Startup Active Recovery Hit
10+9+30 - 35 KD
Damage Stun Attack Block
80*54 (134) 150*90 (240) H*H -
  • Cancel options: -
  • Can only cancel into V-Skill on hit
  • +9 KDA if canceled into stance switch (KDA listed in parentheses)
  • Cannot safely get weasel out on quick rise midscreen
Bushin Soukosou
Bushin Soukosou
5MP > 5HP
Startup Active Recovery Hit
5+13 2 24 -2
Damage Stun Attack Block
60*45 (105) 100*72 (172) H*H -6
  • Cancel options: sp su vt1 vt2
  • Not special cancelable on block
  • 2nd hit usually connects even from max range st.MP
Bushin Gokusanken - Ni
Bushin Gokusanken - Ni
5LP > 5MP
SFV Zeku (Young) 5LP 5MP.png
Startup Active Recovery Hit
4+5 3 22 -3
Damage Stun Attack Block
30*45 (75) 70*72 (142) H*H -7
  • Cancel options: -
  • 2nd hit can whiff if the initial st.LP connects far away
Bushin Gokusanken - San
Bushin Gokusanken - San
5LP > 5MP > 5HP
SFV Zeku (Young) 5LP 5MP 5HP.png
Startup Active Recovery Hit
4+5+11 4 30 KD
Damage Stun Attack Block
30*45*24*32 (131) 70*72*40*40 (222) H*H*H -11
  • Cancel options: -
  • The 3rd hit (HP) has 2 different hits that knocks down
  • 3rd hit always connects as long as the prior 2 hits connected
Bushin Gokusanken - Shu
Bushin Gokusanken - Shu
5LP > 5MP > 5HP > 5HK
SFV Zeku (Young) 5LP 5MP 5HP 5HK.png
Startup Active Recovery Hit
4+5+11+16 7 27 KD
Damage Stun Attack Block
30*45*24*32*56 (187) 70*72*40*40*70 (292) H*H*H*H -16
  • Cancel options: -
  • Last hit (HK) knocks opponent down
Bushin Gokusanage
Bushin Gokusanage
5LP > 5MP > 5HP > 2HK
SFV Zeku (Young) 5LP 5MP 5HP 2HK.png
Startup Active Recovery Hit
4+5+11+7 2 29 KD
Damage Stun Attack Block
30*45*24*70 (169) 70*72*40*140 (322) H*H*H*T -
  • Cancel options: -
  • Denies backroll on wake-up (counts as a throw)
  • When ending with this option the 3rd hit (HP) skips the 2nd hit of it that knocks down and instead goes right into the back throw

Throws

Tesso
Tesso
Throw
LPLK
SFV Zeku (Young) LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 150 T -
  • Cancel options: -
  • Kills in the air for some reason
Raiju
Raiju
Back Throw
4LPLK
SFV Zeku (Young) 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
160 200 T -
  • Cancel options: -
  • Does more damage than average for a back throw

Special Moves

Sankagu Tobi
Sankagu Tobi
4/6 near wall
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • The regular wall jump arc
  • Zeku is suspect to special counter-hits during the entire duration of his wall jump (also any follow-ups done from the wall jump) by any medium / heavy / command normal, this special counter-hit state puts Zeku into a free juggle state
Hassou Tobi
Startup Active Recovery Hit
- - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Different jump arcs and ranges depending on which button strength is used
  • LP goes the least distance, MP is normal wall jump distance, HP goes the farthest
  • Zeku is suspect to special counter-hits during the entire duration of his wall jump (also any follow-ups done from the wall jump) by any medium / heavy / command normal, this special counter-hit state puts Zeku into a free juggle state
Shukumyo
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cancelable into from all special cancelable normals as well as all of Young Zeku's specials on HIT only
  • See the 'transfOH' / 'transfOB' data for all the relevant data when canceling this
  • Transform itself takes 25 frames total
  • If Zeku gets hit halfway through the transformation it can stop the transformation from completing
LP Bushin Sho
Startup Active Recovery Hit
12 6 20 KD
Damage Stun Attack Block
60 150 H -4
  • Cancel options: su vt2
  • 1 hit of strike hitbox and also nullifies 1 hit of projectile
  • Projectile invincible hurtbox on extended limbs on frames 12-36
  • Hurtbox pulls back during startup (can avoid retaliations from enemy during startup)
MP Bushin Sho
Startup Active Recovery Hit
18 6 16 KD
Damage Stun Attack Block
50*40 100*50 H -2
  • Cancel options: su vt2
  • 2 hits of strike hitbox and also nullifies 1 hit of projectile
  • Always applies 2 hits no matter what active frame (but can still benefit from meaty frame advantage)
  • Projectile invincible on extended limbs on frames 18-38
  • Hurtbox pulls back during startup (can avoid retaliations from enemy during startup)
HP Bushin Sho
Startup Active Recovery Hit
24 6 15 KD
Damage Stun Attack Block
30*30*60 50*50*100 H 2
  • Cancel options: su vt2
  • 3 hits of strike hitbox and also nullifies 1 hit of projectile
  • Always applies 3 hits no matter what active frame (but can still benefit from meaty frame advantage)
  • Projectile invincible on extended limbs on frames 24-43
  • Hurtbox pulls back during startup (can avoid retaliations from enemy during startup)
EX Bushin Sho
EX Bushin Sho
236PP
SFV Zeku (Young) 236PP.png
Startup Active Recovery Hit
23 6 21 KD
Damage Stun Attack Block
80 150 H 2
  • Cancel options: vt2
  • Causes crumple on hit
  • 1 hit of strike hitbox and also nullifies 1 hit of projectile
  • Puts opponent into a free juggle state (but can't juggle anything afterwards unless it hits airborne)
  • Projectile invincible on extended limbs on frames 23-47
  • Hurtbox pulls back during startup (can avoid retaliations from enemy during startup)
LP Hozanto
Startup Active Recovery Hit
12 6 12(22) KD
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt2
  • Upper body is invincible to airborne strikes on frames 1-17 (solid anti-air)
  • 10 extra recovery frames on whiff (22)
  • Puts opponent into a juggle state
MP Hozanto
Startup Active Recovery Hit
22 6 13 KD
Damage Stun Attack Block
70 100 H -6
  • Cancel options: su vt2
  • Projectile invincible above legs on frames 8-27
  • Low profiles on frames 8-21 (slightly smaller hurtbox than crouch size hurtbox)
  • Puts opponent into a juggle state
HP Hozanto
Startup Active Recovery Hit
26 5 15 KD
Damage Stun Attack Block
90 100 H -6
  • Cancel options: su vt2
  • Projectile invincible above legs on frames 7-30
  • Low profiles on frames 7-25 (slightly smaller hurtbox than crouch size hurtbox)
  • Puts opponent into a juggle state
EX Hozanto
EX Hozanto
214PP
SFV Zeku (Young) 214PP.png
Startup Active Recovery Hit
16 4 14 KD
Damage Stun Attack Block
50*50 (100) 150 H -6
  • Cancel options: vt2
  • Projectile invincible above legs on frames 7-19
  • Low profiles on frames 7-15 (slightly smaller hurtbox than crouch size hurtbox)
  • Cancels into a secondary part on hit that launches the opponent high into the air
  • Jump cancelable after the second part on hit (canned forward jump; can't pre-jump cancel into other specials or anything like that)
LP Bushin Sangoku Otoshi
LP Bushin Sangoku Otoshi
236LP (air)
Startup Active Recovery Hit
4 2 6 KD
Damage Stun Attack Block
120 200 T -
  • Cancel options: -
  • Hard Knockdown
  • LP version is the fastest in startup but has the least range of the non-EX air grabs
MP Bushin Sangoku Otoshi
MP Bushin Sangoku Otoshi
236MP (air)
Startup Active Recovery Hit
5 2 6 KD
Damage Stun Attack Block
130 200 T -
  • Cancel options: -
  • Hard Knockdown
  • MP version has middle of the road startup and range between the 3 non-EX versions
HP Bushin Sangoku Otoshi
HP Bushin Sangoku Otoshi
236HP (air)
Startup Active Recovery Hit
6 2 6 KD
Damage Stun Attack Block
140 200 T -
  • Cancel options: -
  • Hard Knockdown
  • HP version is the slowest in startup but has the most range of the non-EX air grabs
EX Bushin Sangoku Otoshi
EX Bushin Sangoku Otoshi
236PP (air)
SFV Zeku (Young) 236PP (air).png
Startup Active Recovery Hit
4 2 6 KD
Damage Stun Attack Block
60*100 (160) 200 H -
  • Cancel options: -
  • Hard Knockdown
  • EX version counts as a strike (can grab hurtboxes like Zangief's EX Air SPD)
Hayagake
Hayagake
236K
SFV Zeku (Young) 236K.png
Startup Active Recovery Hit
8 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cancels into follow-ups on frames 8-49
  • Zeku is in a counter-hit state during the run itself
Hayagake EX
Hayagake EX
236KK
SFV Zeku (Young) 236KK.png
Startup Active Recovery Hit
7 - - -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cancels into Ashikari (MK: Slide) and Gekkou (HK: Overhead) follow-ups on frames 7-21 (Cancels into Tozetsu (LK: Stop) execute 1F later on frames 8-21)
  • Fully invincible on frames 8-21
  • Doing the follow-ups ASAP does cancel the teleport and invincibility frames early
  • Can delay the follow-up a little bit to remain fully invincible for a longer time (lasts for frames 8-21); this can be useful to get past fireballs, counter-pokes, reversals, etc
Tozetsu
Tozetsu
236K > LK
SFV Zeku (Young) 236K LK.png
Startup Active Recovery Hit
8 - 15 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fastest possible Run > Stop is 23 frames total (8+15)
  • Latest possible Run > Stop is 64 frames total (49+15)
Ashikari
Ashikari
236K > MK
SFV Zeku (Young) 236K MK.png
Startup Active Recovery Hit
8+9 9 27 KD
Damage Stun Attack Block
100 120 L -21
  • Cancel options: -
  • Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 17-28 overall)
  • Fastest possible Run > Slide is 17 frames total (8+9)
  • Can juggle into this after non-EX Hozantos or j.MPs
Gekkou
Gekkou
236K > HK
SFV Zeku (Young) 236K HK.png
Startup Active Recovery Hit
8+22 2*2 24 KD
Damage Stun Attack Block
70*50 (120) 100*50 (150) M*H -5
  • Cancel options: -
  • Fastest possible Run > Overhead is 30 frames (8+22)
  • Airborne on frames 3-21 of the follow-up (frames 11-29 overall)
  • Total of 4 active frames so can cover both wake-ups
  • Second hit knocks down
Tozetsu EX
Tozetsu EX
236KK > LK
SFV Zeku (Young) 236KK LK.png
Startup Active Recovery Hit
8 - 12 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fully invincible on first 3 frames of EX Stop follow-up (frames 9-11 overall)
  • Fastest possible EX Run > Stop is 20 frames total (8+12)
  • Latest possible EX Run > Stop is 33 frames total (21+12)
  • Stop itself recovers 3 frames faster than non-EX Stop
Ashikari EX
Ashikari EX
236KK > MK
SFV Zeku (Young) 236KK MK.png
Startup Active Recovery Hit
7+9 9 27 KD
Damage Stun Attack Block
130 200 L -21
  • Cancel options: -
  • Fully invincible on first 3 frames of EX Slide follow-up (frames 8-10 overall) and then Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 16-27 overall)
  • Fastest possible Run > Slide is 16 frames total (7+9)
  • Can juggle into this after non-EX Hozantos or j.MPs
Gekkou EX
Gekkou EX
236KK > HK
SFV Zeku (Young) 236KK HK.png
Startup Active Recovery Hit
7+22 2*2 24 KD
Damage Stun Attack Block
100*50 (150) 100x2 (200) M*H -2
  • Cancel options: -
  • Fully invincible on first 3 frames of EX Overhead follow-up (frames 8-10 overall)
  • Safe on block overhead
  • Fastest possible Run > Overhead is 29 frames (7+22)
  • Airborne on frames 3-21 of the follow-up (frames 10-28 overall)
  • Total of 4 active frames so can cover both wake-ups
  • Second hit knocks down

Critical Arts

Batsuzan Gaisei
Batsuzan Gaisei
236236K
Startup Active Recovery Hit
4 8 47 KD
Damage Stun Attack Block
340 0 H -33
  • Cancel options: -
  • Fully invincible frames 1-11
  • Hard Knockdown
  • Pretty decent size and active hitboxes

Taunts

Taunt
Taunt
5PPPKKK
SFV Zeku (Young) 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Tenpo Kari
Tenpo Kari
MPMK (VS1)
SFV Zeku (Young) MPMK (VS1).png
Startup Active Recovery Hit
14 2 31 KD
Damage Stun Attack Block
50*40 150 H -7
  • Cancel options: su vt2
  • On hit; transforms into Old Zeku and performs an additional strike
  • Hold forward on hit to switch sides
  • Builds 100 V-Gauge on hit (1/3rd bar)
  • Young Zeku's V-Skill can cancel into V-Trigger 2 and Critical Art (unlike Old Zeku's V-Skill)

V-Skill 2

Kuchiyose - Bii
Kuchiyose - Bii
MPMK (VS2)
SFV Zeku (Young) MPMK (VS2).png
Startup Active Recovery Hit
29 - 35 KD
Damage Stun Attack Block
60 80 H 17(20)
  • Cancel options: sp
  • Weasel runs in then does a kick once close enough to opponent
  • KDA is lower if weasel hits directly after being called
  • If Zeku is hit before the weasel is in range to attack, the weasel goes away
  • Weasel is generated on frame 46 (smoke on frame 29)
  • Once weasel is in range to attack, it takes 10 frames to hit
  • Startup for weasel attack varies greatly based on distance to opponent; Point blank is 17 frames startup and fullscreen is 88 frames to startup
  • Weasel has no hurtbox; Can be used to get through fireballs, Rashid tornado, etc
  • Can be made up to +20 on block (normally +17) if done from full screen
  • Zeku can stance switch on frames 30-64
  • Opponent is put in a limited juggle state
  • Builds 80 / 40 V-Gauge on Hit / Block

V-Trigger 1

Bushinryu Shingekiko
Bushinryu Shingekiko
HPHK (VT1)
SFV Zeku (Young) HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Lasts for 1500 frames (25 seconds) and gives Zeku access to a 1-time use Idaten (V-Trigger Dash) and the V-Trigger attack
Idaten
Idaten
HPHK dash (VT1)
SFV Zeku (Young) HPHK dash (VT1).png
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Quickly dashes forward while fully invincible on frames 3-15 (and projectile invincible up to frame 17)
  • Can cancel instantly into any of his normals on frames 7-16 and allows him to perform a custom combo
  • First normal used after the dash (Idaten) can be canceled into specials or super (even if that button isn't normally cancelable)
  • Similar to Young Zeku's EX Run; it can be good to delay the follow-up cancels a little bit if you want to retain longer invincibility frames to go through certain attacks or bait things
  • If not canceled into anything on frames 7-16 then 9 frames of recovery follow after (total frames of the V-Trigger Dash being 25 frames)
  • V-Trigger dash cancel data refers to Young Zeku's advantage after letting the full dash frames (25) play out (normally you'd cancel the dash into other normals, but I wanted to include the data anyway)
Bushin Seiryukyaku
Bushin Seiryukyaku
HPHK attack (VT1)
SFV Zeku (Young) HPHK attack (VT1).png
Startup Active Recovery Hit
14(21) 5 21 KD
Damage Stun Attack Block
160 200 H -2
  • Cancel options: su
  • 2 bar V-Trigger
  • Can only be canceled into during the custom combo series that Young Zeku initiates via his Idaten (V-Trigger dash)
  • Can corpse hop
  • Only -1 on block against most crouching hurtboxes (still -2 on block against crouching Abigail / Birdie / Zangief)
  • Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable)
  • Minimum startup if canceled from V-Trigger Dash is 21 (7+14)

V-Trigger 2

Karura Tenzan
Karura Tenzan
HPHK (VT2)
SFV Zeku (Young) HPHK (VT2).png
Startup Active Recovery Hit
1+5 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 150 H -28
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2000 frames (~33 seconds) and gives Zeku access to a secondary (albeit slower) Karura Tenzan during the V-Timer
  • Invincible on frames 1-13 against; Airborne strikes / Projectile / Throw (everything except for grounded strikes)
  • Airborne on frames 7-35
  • Recovery frames shown is the version that plays out on whiff
  • Old Zeku transforms into younger Zeku if the initial hit lands and does a second attack
  • Can choose which sides to end on at the end of the attack with by holding forward / back during the attack's animation
  • +1 extra KDA if Zeku chooses to switch sides during the attack's animation
  • Has pretty decent horizontal reach during startup so can be a good whiff punish tool
  • Suspect to counter-hits during its recovery frames (same behaviour as invincible reversals have)
  • Can hit cross-up (behind Zeku) and autocorrects on followup
  • Upon successful hit, remains projectile invincible for entire duration
  • Can cancel into some EX specials (everything other than Bushin Flip)
Karura Tenzan (Secondary)
Karura Tenzan (Secondary)
HPHK (VT2) (secondary)
Startup Active Recovery Hit
10 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 100 H -28
  • Cancel options: -
  • 2 bar V-Trigger
  • This is the secondary V-Trigger 2 activation which is slower startup and spends all the remaining V-Timer
  • Invincible on frames 1-17 against; Airborne strikes / Projectile / Throw (everything except for grounded strikes)
  • Airborne on frames 16-44
  • Recovery frames shown is the version that plays out on whiff
  • Old Zeku transforms into younger Zeku if the initial hit lands and does a second attack
  • Can choose which sides to end on at the end of the attack with by holding forward / back during the attack's animation
  • +1 extra KDA if Zeku chooses to switch sides during the attack's animation
  • Has pretty decent horizontal reach during startup so can be a good whiff punish tool
  • Suspect to counter-hits during its recovery frames (same behaviour as invincible reversals have)
  • Can hit cross-up (behind Zeku) and autocorrects on followup
  • Upon successful hit, remains projectile invincible for entire duration
  • Can cancel into some EX specials (everything other than Bushin Flip)

V-Shift

V-Shift
V-Shift
MKHP
SFV Zeku (Young) MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Habakiri
Habakiri
MKHP
SFV Zeku (Young) MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Toushi
Toushi
6PPP
SFV Zeku (Young) 6PPP.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-25


SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven