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

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Bio
Bio
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Why Play|
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. |
|RB, Wolfkrone, Unsung}}
|Infexious, RB, Wolfkrone, Unsung}}
{{SFVCharacterChangeList |* Old Zeku
{{SFVCharacterChangeList |* Old Zeku
** Stand LP hurtbox expanded, collision box adjusted during move
** Stand LP hurtbox expanded, collision box adjusted during move

Revision as of 15:14, 19 June 2020

Template:SFVHeader

Zeku

VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.35 (O) /5.4 (Y) Throw Range: 0.8
Back Walk Speed: 2.84 (O) / 3.5 (Y) Throw Hurt Range: ?
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 22 Jump Total Frames: (4+39+4) (O) (4+38+4) (Y)
Forward Dash Distance: 171.6 (O) 169.2 (Y) Forward Jump Distance: ?
Back Dash Distance: 128.6 (O) 100.4 (Y) Back Jump Distance ?
NOTABLE MOVE CLASSES
Overheads: f+HP (Old/Young), Hayagake > HK (Young) Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK, Hayagake > HK (Young) Crush Counters: HK, crHP, crHK (Old); crHP, crHK (Young)

Summary

Bio

Bio


Why Pick 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.

Players To Watch
Infexious, RB, Wolfkrone, Unsung

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Old Zeku
    • Forward throw damage increased from 120 to 130
    • Back throw damage increased from 140 to 150
    • Stand LP upwards hitbox reduced
    • Stand MP upwards hitbox reduced
    • Crouch LP upwards hitbox reduced
    • Jump HP hitbox expanded at base
    • Fukuro (MP+MK) will not build EX Gauge on hit/block
    • Toushi (f+PPP) startup reduced from 17f to 12f, changed opponent reaction from blowback to stagger on hit, increased pushback on block, adjusted projectile invulnerability from 1f-21f to 1f-16f
    • Bushin Gram Koku Regular/EX (qcf+K/KK) damage decreased at base and part that nullifies projectiles by 10
    • Bushin Gram - Ban (f,d,df+K)
      • L Version damage reduced from 120 to 100
      • EX version blowback on first hit adjusted
    • Bushin Gram - Teki (qcb+K)
      • Light version horizontal blowback on hit increased
      • Medium version damage decreased from 09 to 80 if base part hits, damage decreased from 80 to 70 if projectile nullifying part hits
      • EX version damage decreased from 120 to 110 if base hits, damage decreased from 100 to 90 if projectile nullifying part hits, hitbox expanded for part that physically hits from second hit onwards
    • EX Bushin Jakura (qcf+P) trajectory on startup adjusted, movement distance upon pressing left/right adjusted
    • Shumkumyo (d,d+PP) can be canceled from Bushin Gram - Koku/Ban/Teki on hit, Koku/Teki on block
  • Young Zeku
    • Forward throw damage increased from 120 to 140, EX Meter gain increased from 60 to 100
    • Back throw damage increased from 120 to 160, stun increased from 150 to 200, EX Meter gain increased from 80 to 100
    • Stand LP upwards hitbox reduced
    • Jump HP hitboxes/hurtboxes adjusted to closer match animation
    • Jump HK hitbox expanded forward, forward hurtbox removed, hurtbox adjusted
    • Tenpo Kairi (MP+MK) changed to not build EX gauge on hit/block, damage increased from 80 to 90, expanded upwards hitbox for second hit and its startup, active frames on second hit increased from 2f to 4f
    • Toushi (f+PPP) startup reduced from 17f to 12f, increased pushback on block, adjusted opponent reaction rom blowback on hit to now stagger on hit, changed projectile invulnerability from 1f-21f to 1f-16f
    • Bushin Sho (qcf+P)
      • All versions had combo count eased
      • Heavy version had bug fixed where projectile nullifying hitbox was not generated
      • EX Version recovery increased from 20f to 21f
    • Heavy Hozanto (qcb+HP) startup reduced from 27f to 26f
    • Ashikari (qcf+K > MK) damage increased from 80 to 100, eased combo count
    • Gekkou (qcf+K > HK)
      • Regular version combo count eased
      • EX version stun increased from 150 to 200, combo count eased
    • Shukumyo (d,d+PP) can be canceled into from Bushin Sho/Hozanto/Ashikari/Gekkou/Bushin Sangoku Otoshi on hit
  • Both
    • Batsuzan Gaisei (qcf,qcf+K) EX gain for opponent on hit increased from 60 to 100
  • VT1
    • Idaten (HP+HK) can be special canceled, invincibility timing changed from 6f to 3f, if a crHP is performed after it will force standing
  • VT2
    • Karura Tenzan movement distance on startup adjusted, changed from 1 time move to timer, damage decreased from 180 to 140, stun decreased from 200 to 150, on hit is projectile invincible until active frames end, reduced blowback time by 3f on hit, fixed bug where some hits would not connect if canceled into from EX Bushin Gram - Koku/Teki
    • Batsuzan Gaisei EX gain for opponent on hit increased from 60 to 100


Season 3 (Arcade Edition)

  • Old Zeku
    • Stand LP hurtbox expanded, collision box adjusted during move
    • Crouch MP hurtbox expanded
  • Fixed bug where after CAs that plants Zeku into the ground, Old Zeku could use Young Zeku’s moves


Move List

Unique Attacks

SFV-Zeku-Unique.jpg

Special Moves

SFV-Zeku-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Zeku-Vsystem.jpg

Critical Art

SFV-Zeku-Critical.jpg

Young Zeku Special

SFV-YoungZeku-Special.jpg

Young Zeku Unique

SFV-YoungZeku-Unique.jpg

Zeku Discussions

Discussions regarding Zeku

Zeku Shoryuken Forum

Zeku Discord Link

Zeku Discord

Video Guides

Capcom Fighters' Official Introduction Series

Shoryuken's Rising up Series

Other Resources

Hatson's Zeku Oki and Tech Guide

Frame Data

Old Zeku

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 9 2 4 6 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 6 2 14 3 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 9 2 30 -5 -2 0 80 150 H ["sp","su","vt1","vt2"] 85 26 31 13 96 180
Stand LK LK 5 4 6 2 4 6 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 7 3 12 2 7 9 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 13 2 24 -2 5 +21 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 2 7 2 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 8 2 14 1 5 7 60 100 H ["vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 10 4 16 2 7 J 80 150 H ["sp","su","vt1","vt2"] 103 44 49 13 96 180
Crouch LK d+LK 5 2 8 2 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 8 3 17 -2 2 4 60 100 L ["sp","vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 10 2 25 -8 KD KD 90 150 L ["vt1","vt2"] 74 21 26 14 108 180
Jump LP u+LP 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 4 - - - ? 60 100 M - - - - 9 72 120
Jump HP u+HP 8 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 4 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 10 4 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Nouten Wari f+HP 22 1*3 20 -7 1 3 40*40 (80) 50*50 (100) M*M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Tsurigane Otoshi LP+LK 5 3 17 - KD KD 130 150 T - 57 8 8 ? 156 180
Mikoshi b+LP+LK 5 3 17 - KD KD 150 200 T - 62 13 13 ? 180 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Bushinryu Shingekiko HP+HK (VT1) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Idaten HPHK - Dash (VT1) - - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bushin Bakujasho HP+HK - Attack (VT1) 14(21) 6 18 -2 KD KD 160 200 H ["su"] 89 30 35 ? 192 240
Karura Tenzan HP+HK (VT2) 1+5 8 22+17 -28 KD KD 40*20x2*60 (140) 150 H - 92(93) 33(34) 38(39) ? CH_DAMAGE 180
Karura Tenzan (Secondary) HP+HK (VT2) (secondary) 10 8 22+17 -28 KD KD 40*20x2*60 (140) 100 H - 92(93) 33(34) 38(39) ? CH_DAMAGE 120
Fukuro MP+MK (VS1) 14 4 29 -7 KD KD 50*50 (100) 0*150 (150) H - 73(72) 14(13) 19(18) ? CH_DAMAGE CH_STUN
Kuchiyose - Shii b or n or f + MP + MK (VS2) 29 - 35 35 KD KD 20x4 (80) 20x4 (80) H ["sp"] 142 83 88 ? CH_DAMAGE CH_STUN
Toushi f+PPP 12 2 24 -2 2 4 40 0 H - 85 26 31 ? 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shukumyo d,d+PP - - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Bushin Gram - Koku qcf+LK 14 1 30 -6(-4) KD KD 90 150 H ["su","vt2"] 77 18 23 ? 108 180
LK Bushin Gram - Koku (Projectile) qcf+LK (Projectile) 15 8 30 -3(4) 4(11) ? 60 100 H ["su","vt2"] - - - ? 72 120
MK Bushin Gram - Koku qcf+MK 20 1 26 -4 KD KD 100 150 H ["su","vt2"] 78 19 24 ? 120 180
MK Bushin Gram - Koku (Projectile) qcf+MK (Projectile) 21 9 27 -4(4) 2(10) ? 70 100 H ["su","vt2"] - - - ? 84 120
HK Bushin Gram - Koku qcf+HK 25 1 27 -2 KD KD 120 200 H ["su","vt2"] 79 20 25 ? 144 240
HK Bushin Gram - Koku (Projectile) qcf+HK (Projectile) 26 10 24 -5(4) 2(11) ? 90 100 H ["su","vt2"] - - - ? 108 120
EX Bushin Gram - Koku qcf+KK 17 1 32 1 KD KD 100*20x2 (140) 150 H ["vt2"] 95 36 41 ? CH_DAMAGE 180
EX Bushin Gram - Koku (Projectile) qcf+KK (Projectile) 18 20 39 -1 KD KD 30x2*50 (110) 100 H ["vt2"] 93(112) 34(53) 39(58) ? CH_DAMAGE 120
LK Bushin Gram - Teki qcb+LK 15 2 32 -14 KD KD 70 150 H ["su","vs1","vs2","vt2"] 104 45 50 ? 84 180
LK Bushin Gram - Teki (Projectile) qcb+LK (Projectile) 17 12 34 -2(9) KD KD 70 100 H ["su","vt2"] 100(111) 41(52) 46(57) ? 84 120
MK Bushin Gram - Teki qcb+MK 23 2 32 -14 KD KD 80 150 H ["su","vs1","vs2","vt2"] 111 52 57 ? 96 180
MK Bushin Gram - Teki (Projectile) qcb+MK (Projectile) 25 12 36 -4(7) KD KD 70 100 H ["su","vt2"] 102(113) 43(54) 48(59) ? 84 120
HK Bushin Gram - Teki qcb+HK 30 2 32 -14 KD KD 120 200 H ["su","vs1","vs2","vt2"] 117 58 63 ? 144 240
HK Bushin Gram - Teki (Projectile) qcb+HK (Projectile) 32 12 34 -2(9) KD KD 100 100 H ["su","vt2"] 110(121) 51(62) 56(67) ? 120 120
EX Bushin Gram - Teki qcb+KK 18 2 35 -2 KD KD 60*30x2 (110) 150 H ["vt2"] 108 49 54 ? CH_DAMAGE 180
EX Bushin Gram - Teki (Projectile) qcb+KK (Projectile) 21 18 33 5(22) KD KD 20x2*50 (90) 100 H ["vt2"] 116(133) 57(74) 62(79) ? CH_DAMAGE 120
LK Bushin Gram - Ban f,d,df+LK 5 2 18+22 -23 KD KD 100 200 H ["su","vt2"] 88 29 34 ? 120 240
LK Bushin Gram - Ban (Projectile) f,d,df+LK (Projectile) 7 10 17+22 -7(2) KD KD 100 150 H - 99(108) 40(49) 45(54) ? 120 180
MK Bushin Gram - Ban f,d,df+MK 7 2 21+22 -29 KD KD 110 200 H ["su","vt2"] 82 23 28 ? 132 240
MK Bushin Gram - Ban (Projectile) f,d,df+MK (Projectile) 9 13 20+22 -10(2) KD KD 110 150 H - 96(108) 37(49) 42(54) ? 132 180
HK Bushin Gram - Ban f,d,df+HK 7 2 31+20 -33 KD KD 120 200 H ["su","vt2"] 78 19 24 ? 144 240
HK Bushin Gram - Ban (Projectile) f,d,df+HK (Projectile) 9 14 30+20 -11(2) KD KD 120 150 H - 88(101) 29(42) 34(47) ? 144 180
EX Bushin Gram - Ban f,d,df+KK 5 1 32+32 -33 KD KD 100*20*30 (150) 200 H ["vt2"] 80 21 26 ? CH_DAMAGE 240
EX Bushin Gram - Ban (Projectile) f,d,df+KK (Projectile) 7 14 30+31 -27(-14) KD KD 20x2*80 (120) 100 H - 86(99) 27(40) 32(45) ? CH_DAMAGE 120
Bushin Jakura qcf+P 29 15 3+9 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
EX Bushin Jakura qcf+PP 24 21 1+7 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bushin Gekirinchu qcf+P > P 29+9 17 15 -1(5) 5(11) ? 60 100 H - - - - ? 72 120
Bushin Kirinkyaku qcf+P > K 29+6 5 15 -5(4) 4(13) ? 60 100 H - - - - ? 72 120
Bushin Tengen qcf+P > LP+LK 29+5 2 17 - KD KD 70*100 (170) 200 T - 19 19 19 ? CH_DAMAGE 240
EX Bushin Gekirinchu qcf+PP > P 24+9 17 9 2(7) 11(16) ? 80 150 H - - - - ? 96 180
EX Bushin Kirinkyaku qcf+PP > K 24+6 5 9 -4(5) 6(15) ? 80 150 H - - - - ? 96 180
EX Bushin Tengen qcf+PP > LP+LK 23+5 2 17 - KD KD 100*120 (220) 250 T - 19 19 19 ? CH_DAMAGE 300
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Batsuzan Gaisei qcf,qcf+K 4 8 47 -33 KD KD 340 0 H - 16 16 16 ? 408 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Stand LP LP 4(11) 2 11 0 2 4 30 70 H ["sp","su"] - - - - 36 84
Stand MP MP 6(13) 2 19 -3 0 2 50 80 H ["sp","su"] - - - 8 60 96
Stand HP HP 9(16) 2 34 -11 -8 -6 60 100 H ["sp","su"] - - - 9 72 120
Stand LK LK 5(12) 4 9 -1 1 3 40 70 H ["sp","su"] - - - - 48 84
Stand MK MK 6(13) 2 18 -2 1 3 50 80 H ["sp","su"] - - - 8 60 96
Stand HK HK 13(20) 2 30 -11 -4 -2 60 100 H ["sp","su"] - - - 9 72 120
Crouch LP d+LP 4(11) 2 9 0 2 4 30 70 H ["sp","su"] - - - - 36 84
Crouch MP d+MP 8(15) 2 21 -4 0 2 50 80 H ["sp","su"] - - - 8 60 96
Crouch HP d+HP 10(17) 4 22 -4 1 3 60 100 H ["sp","su"] - - - 9 72 120
Crouch LK d+LK 5(12) 2 10 0 2 4 20 70 L ["sp","su"] - - - - 24 84
Crouch MK d+MK 8(15) 3 22 -11 -7 -5 50 80 L ["sp","su"] - - - 8 60 96
Crouch HK d+HK 12(19) 2 31 -14 KD KD 60 100 L ["sp","su"] 64 15 20 9 72 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Young Zeku

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 9 2 3 5 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 5 2 16 2 8 10 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HP HP 12 2 20(25) -3 2 4 80 150 H ["sp","su","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 3 10 -2 4 6 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 7 3 17 -3 2 4 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 12 4 19(24) -2 3 5 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 3 2 8 2 4 6 20 70 H ["sp","su","vt1","vt2"] - - - - 24 84
Crouch MP d+MP 6 3 14 1 5 7 60 100 H ["sp","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 10 3 20(25) -5 1 +21 80 150 H ["su","vt1","vt2"] - - - 13 96 180
Crouch LK d+LK 5 2 8 2 3 5 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 3 16 -3 2 4 50 100 L ["vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 10 7 20 -13 KD KD 90 150 L ["vt1","vt2"] 66 17 22 14 108 180
Crouch HK late hit d+HK 17 4 20 -10 3 +14 60 150 L ["vt1","vt2"] - - - 9 72 180
Jump LP u+LP 5 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 8 2 - - - ? 60 100 M - - - - 9 72 120
Jump HP u+HP 8 4 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 5 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 4 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 8 4 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Kubi Kudaki f+HP 22 1*1 22 -7 1 3 40*40 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Kaeshi Saiha HP > HP 12+10 2 25 -12 KD KD 80*54 (134) 150*90 (240) H*H ["sp","su","vt1","vt2"] 88 29 34 CHIP CH_DAMAGE CH_STUN
Kaeshi Urasaiha d+HP > d+HP 10+9 1 28 -10 KD KD 80*54 (134) 150*90 (240) H*H ["sp","su","vt1","vt2"] 86 27 32 CHIP CH_DAMAGE CH_STUN
Kagerou HP > HP > MP+MK (VS1) 12+10+14 2 31 - KD KD 80*54*40*24 (198) 150*90*0*120 (360) H*H*H ["su"] 81 22 27 CHIP CH_DAMAGE CH_STUN
Urakagerou d+HP > d+HP > MP+MK (VS1) 10+9+14 2 31 - KD KD 80*54*40*24 (198) 150*90*0*120 (360) H*H*H ["su"] 81 22 27 CHIP CH_DAMAGE CH_STUN
Bushin Soukosou MP > HP 5+13 2 24 -6 -2 0 60*45 (105) 100*90 (190) H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Bushin Gokusanken - Ni LP > MP 4+5 3 22 -7 -3 -1 30*45 (75) 70*72 (142) H*H - - - - CHIP CH_DAMAGE CH_STUN
Bushin Gokusanken - San LP > MP > HP 4+5+11 4 30 -11 KD KD 30*45*24*32 (131) 70*72*40*40 (222) H*H*H - 85 26 31 CHIP CH_DAMAGE CH_STUN
Bushin Gokusanken - Shu LP > MP > HP > HK 4+5+11+16 7 27 -16 KD KD 30*45*24*32*56 (187) 70*72*40*40*70 (292) H*H*H*H - 82 23 28 CHIP CH_DAMAGE CH_STUN
Bushin Shidenkyaku 1K 27 - 4 - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Bushin Gokusanage LP > MP > HP > d+HK 4+5+11+7 2 29 - KD KD 30*45*24*70 (169) 70*72*40*140 (322) H*H*H*T - 64 15 15 ? CH_DAMAGE CH_STUN
Tesso LP+LK 5 3 17 - KD KD 140 150 T - 61 12 12 ? 168 180
Raiju b+LP+LK 5 3 17 - KD KD 160 200 T - 63 14 14 ? 192 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Bushinryu Shingekiko HP+HK (VT1) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Idaten HPHK dash (VT1) - - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bushin Seiryukyaku HP+HK attack (VT1) 14(21) 5 21 -2 KD KD 160 200 H ["su"] 80 21 26 ? 192 240
Karura Tenzan HP+HK (VT2) 1+5 8 22+17 -28 KD KD 40*20x2*60 (140) 150 H - 92(93) 33(34) 38(39) ? CH_DAMAGE 180
Karura Tenzan (Secondary) HP+HK (VT2) (secondary) 10 8 22+17 -28 KD KD 40*20x2*60 (140) 100 H - 92(93) 33(34) 38(39) ? CH_DAMAGE 120
Tenpo Kari MP+MK (VS1) 14 2 31 -7 KD KD 50*40 150 H ["su","vt2"] 79 20 25 ? CH_DAMAGE 180
Kuchiyose - Bii MP+MK (VS2) 29 - 35 17(20) KD KD 60 80 H ["sp"] 135(132) 76(73) 81(78) ? 72 96
Toushi f+PPP 12 2 24 -2 2 4 40 0 H - 85 26 31 ? 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sankagu Tobi B/F near wall - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Hassou Tobi 1P - - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shukumyo d,d+2P - - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Bushin Sho qcf+LP 12 6 20 -4 KD KD 60 150 H ["su","vt2"] 83 24 29 ? 72 180
MP Bushin Sho qcf+MP 18 6 16 -2 KD KD 50*40 100*50 H ["su","vt2"] 87 28 33 ? CH_DAMAGE CH_STUN
HP Bushin Sho qcf+HP 24 6 15 2 KD KD 30*30*60 50*50*100 H ["su","vt2"] 88 29 34 ? CH_DAMAGE CH_STUN
EX Bushin Sho qcf+PP 23 6 21 2 KD KD 80 150 H ["vt2"] 83 51 51 ? 96 180
LP Hozanto qcb+LP 12 6 12(22) -6 KD KD 60 150 H ["su","vt2"] 107 48 53 ? 72 180
MP Hozanto qcb+MP 22 6 13 -6 KD KD 70 150 H ["su","vt2"] 108 49 54 ? 84 180
HP Hozanto qcb+HP 26 5 15 -6 KD KD 90 150 H ["su","vt2"] 111 52 57 ? 108 180
EX Hozanto qcb+PP 16 4 14 -6 KD KD 50*50 (100) 150 H ["vt2"] 109 50 55 ? CH_DAMAGE 180
LP Bushin Sangoku Otoshi qcf+LP (air) 4 2 6 - KD KD 120 200 T - 16 16 16 ? 144 240
MP Bushin Sangoku Otoshi qcf+MP (air) 5 2 6 - KD KD 130 200 T - 16 16 16 ? 156 240
HP Bushin Sangoku Otoshi qcf+HP (air) 6 2 6 - KD KD 140 200 T - 16 16 16 ? 168 240
EX Bushin Sangoku Otoshi qcf+PP (air) 4 2 6 - KD KD 60*100 (160) 200 H - 16 16 16 ? CH_DAMAGE 240
Hayagake qcf+K 8 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Hayagake EX qcf+KK 8 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Tozetsu qcf+K > LK 8 - 15 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Ashikari qcf+K > MK 8+9 9 27 -21 KD KD 100 120 L - 61 12 17 ? 120 144
Gekkou qcf+K > HK 8+22 2*2 24 -5 KD KD 70*50 (120) 100*50 (150) M*H - 71 22 27 ? CH_DAMAGE CH_STUN
Tozetsu EX qcf+KK > LK 8 - 12 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Ashikari EX qcf+KK > MK 8+9 9 27 -21 KD KD 130 200 L - 61 12 17 ? 156 240
Gekkou EX qcf+KK > HK 8+22 2*2 24 -2 KD KD 100*50 (150) 100x2 (200) M*H - 71 22 27 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Batsuzan Gaisei qcf,qcf+K 4 8 47 -33 KD KD 340 0 H - 16 16 16 ? 408 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Stand LP LP 4(11) 2 11 -1 1 3 30 70 H ["sp","su"] - - - - 36 84
Stand MP MP 5(12) 2 21 -3 1 3 50 80 H ["sp","su"] - - - 8 60 96
Stand HP HP 12(19) 2 26 -8 -4 -2 60 100 H ["sp","su"] - - - 9 72 120
Stand LK LK 5(12) 4 9 0 1 3 40 70 H ["sp","su"] - - - - 48 84
Stand MK MK 8(15) 4 23 -8 -3 -1 50 80 H ["sp","su"] - - - 8 60 96
Stand HK HK 12(19) 4 25 -8 -3 -1 60 100 H ["sp","su"] - - - 9 72 120
Crouch LP d+LP 3(10) 2 10 0 2 4 20 70 H ["sp","su"] - - - - 24 84
Crouch MP d+MP 6(13) 3 19 -4 -2 0 50 80 H ["sp","su"] - - - 8 60 96
Crouch HP d+HP 10(17) 3 26 -9 -5 -3 60 100 H ["sp","su"] - - - 9 72 120
Crouch LK d+LK 5(12) 2 10 0 1 3 20 70 L ["sp","su"] - - - - 24 84
Crouch MK d+MK 8(15) 3 21 -8 -4 -2 50 80 L ["sp","su"] - - - 8 60 96
Crouch HK d+HK 10(17) 11 26 -18 KD KD 60 100 L ["sp","su"] 60 11 16 9 72 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

Old Zeku

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Young Zeku

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanics

By using his V-Skill 1, VT2, or pressing dd+PP, 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.

V System

V Reversal

12 frame strike reversal. Faster than most, making it good for getting out of pressure.

V Skill 1

Zeku's VS1 is Fukuro/Tenpo Kari, its a basic strike that changes Zeku's form on hit. Old Zeku does a rising palm strike with Young Zeku does an advancing body blow. Both do decent damage and make for a good combo ender if you're looking to switch forms. You can combo into it as OZ from medium and heavy Teki, and as YZ from light and heavy Hozanto. There are some more niche ways to combo into it but these are the easiest. You're also able to swap which side you're on, making it a good comboe ender especially if you're cornered.

V Skill 2

Zeku's VS2 is Kuchiyose. In old form, Zeku summons a bird that drops a firecracker. In young form, Zeku summons a weasel to run at and strike the opponent. The entire move takes incredibly long, with a whopping 54 frames of startup and 10 frames of recovery. However, you can avoid these 10 extra recovery frames by swapping forms. Old Zeku's bird takes incredibly long to get out. On top of the 54 frames of startup, you still have to wait for it to drop the firecracker, which is dependent on the distance it travels. You can alter its distance by holding back or holding forward upon releasing. Holding back makes it drop near Zeku, while holding forward makes it travel almost full screen, holding no direction makes it travel in between the two. On top of the long startuo, it's relatively hard to get out in neutral because the bird disappears if you're hit at any point before the firecracker drops. Thankfully, you can cancel into VS2 from any Teki, although you'll still be relatively unsafe. If the firecracker connects, it causes a juggle state, letting you juggle any Teki, Koku, dp, or VT2 assuming you have enough time to use your preferred followup.

Young Zeku's weasel doesn't take as long to get out, making it much easier to get out and use as a potential approach option. Because of this, there isn't a ton of setup potential with it like Old Zeku. The weasel will disappear at any point if you get hit before it makes contact with the opponent. On hit, it causes a juggle state, letting you juggle any palm or run slide, assuming you have enough time for what version you want. You can cancel into VS2 from any Hozanto, but you'll still be relatively unsafe. Because of it's low amount of setup potential, using VS2 and switching forms is a great way to approach. You can use it to make your overhead safe at the right distance, or go for a crossup.

VS2 has a lot of potential and takes a lot of wit and setup knowledge to use. Use it if you're looking to make your Zeku completely viable.

V Trigger 1

Zeku's VT1 is Bushinryu Shingegiko. It's 2 bars, and upon activating, it gives Zeku a command dash that allows him to do a Darkstalker's style chain combo. You do the dash by pressing hp+hk again, and you can perform the chain by simply pressing the normals you want to as if they were a cancel. You can end the chain combo by pressing hp+hk again to do a special finisher that cancels into critical art and is -2 on block. It's best to utilize this VT by getting a hit confirm into the dash and going for mediums and heavies for your chain only to avoid significant scaling.

V Trigger 2

Zeku's VT2 is Karura Tenzan. Upon activating, Zeku does an uppercut and changes forms. You'll get two uses out of it, with one of them being on activation. By holding forward, it can side switch too. It makes a great combo ender, as it can cancel from any of Zeku's specials. On hit, you can juggle into EX dp as OZ and EX run slide as YZ. One of the shining features of this VT is that it gives Young Zeku and very reliable anti air options. From frames 1-17 it has invincibility to projectiles, throws, and mid air attacks. This VT is much easier to use compared to VT1, but neither of his VTs are particularly strong, so choose whichever one you want.


Strategy

Playing as Zeku

Fighting Against Zeku