No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
|hp=1000 | |hp=1000 | ||
|stun=1000 | |stun=1000 | ||
|vt1= | |vt1=2 Bars | ||
|vt2= | |vt2=2 Bars | ||
|movef=0.054 | |movef=0.054 | ||
|moveb=0.035 | |moveb=0.035 | ||
Line 52: | Line 52: | ||
* Chains into st.LP and cr.LP | * Chains into st.LP and cr.LP | ||
* Less horizontal range on crouching than standing opponents | * Less horizontal range on crouching than standing opponents | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20LP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>4(11)</nowiki> | |startup=<nowiki>4(11)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
Line 102: | Line 103: | ||
* On hit Young Zeku can walk forward and combo into MP>HP with relative ease | * 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) | * On counter-hit can confirm into cr.HP > cr.HP (careful the 2nd hit of it whiffs if too far away) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20MP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>5(12)</nowiki> | |startup=<nowiki>5(12)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
Line 152: | Line 154: | ||
* Target combo follow-up connects even from max range st.HP | * Target combo follow-up connects even from max range st.HP | ||
* Extra 5 frames of recovery (25) on whiff | * Extra 5 frames of recovery (25) on whiff | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20HP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>12(19)</nowiki> | |startup=<nowiki>12(19)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
Line 200: | Line 203: | ||
|description= | |description= | ||
* 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20LK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>5(12)</nowiki> | |startup=<nowiki>5(12)</nowiki> | ||
|active=<nowiki>4</nowiki> | |active=<nowiki>4</nowiki> | ||
Line 251: | Line 255: | ||
* Good buffer tool in neutral when you have V-Trigger Dash ready | * Good buffer tool in neutral when you have V-Trigger Dash ready | ||
* Decent anti-air against horizontal approaches | * Decent anti-air against horizontal approaches | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20MK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>8(15)</nowiki> | |startup=<nowiki>8(15)</nowiki> | ||
|active=<nowiki>4</nowiki> | |active=<nowiki>4</nowiki> | ||
Line 303: | Line 308: | ||
* Application and purpose in use is similar to Guile's Sobat Kicks | * Application and purpose in use is similar to Guile's Sobat Kicks | ||
* Extra 5 frames of recovery (24) on whiff | * Extra 5 frames of recovery (24) on whiff | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Stand%20HK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>12(19)</nowiki> | |startup=<nowiki>12(19)</nowiki> | ||
|active=<nowiki>4</nowiki> | |active=<nowiki>4</nowiki> | ||
Line 351: | Line 357: | ||
|description= | |description= | ||
* The least amount of pushback on any of Young Zeku's normals (ideal for starting blockstrings/frametraps) | * The least amount of pushback on any of Young Zeku's normals (ideal for starting blockstrings/frametraps) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20LP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>3(10)</nowiki> | |startup=<nowiki>3(10)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
Line 399: | Line 406: | ||
|description= | |description= | ||
* Decent range (can used as a poke buffer and combo filler) | * Decent range (can used as a poke buffer and combo filler) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20MP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>6(13)</nowiki> | |startup=<nowiki>6(13)</nowiki> | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
Line 451: | Line 459: | ||
* Can be used as anti-air (but not as reliable as most anti-airs) | * Can be used as anti-air (but not as reliable as most anti-airs) | ||
* Extra 5 frames of recovery (25) on whiff | * Extra 5 frames of recovery (25) on whiff | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20HP}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>10(17)</nowiki> | |startup=<nowiki>10(17)</nowiki> | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
Line 499: | Line 508: | ||
|description= | |description= | ||
* Pretty good range for a cr.LK but rather slow startup | * Pretty good range for a cr.LK but rather slow startup | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20LK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>5(12)</nowiki> | |startup=<nowiki>5(12)</nowiki> | ||
|active=<nowiki>2</nowiki> | |active=<nowiki>2</nowiki> | ||
Line 549: | Line 559: | ||
* Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames | * 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 | * Young Zeku's best button to buffer into V-Trigger Dash and confirm in neutral/footsies | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20MK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>8(15)</nowiki> | |startup=<nowiki>8(15)</nowiki> | ||
|active=<nowiki>3</nowiki> | |active=<nowiki>3</nowiki> | ||
Line 599: | Line 610: | ||
* Pretty good range on 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) | * Can easily cover both wake-ups in most knockdown scenarios (and cancel into V-Trigger if blocked to maintain + pressure) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20HK}} | |||
}} | }} | ||
{{AttackData-SFV | {{AttackData-SFV | ||
|version= | |version=VT1 | ||
|startup=<nowiki>10(17)</nowiki> | |startup=<nowiki>10(17)</nowiki> | ||
|active=<nowiki>11</nowiki> | |active=<nowiki>11</nowiki> | ||
Line 648: | Line 660: | ||
* Pretty good range on 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) | * Can easily cover both wake-ups in most knockdown scenarios (and cancel into V-Trigger if blocked to maintain + pressure) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20HK%20late%20hit}} | |||
}} | }} | ||
}} | }} | ||
Line 653: | Line 666: | ||
=====<font style="visibility:hidden; float:right">Jump LP</font>===== | =====<font style="visibility:hidden; float:right">Jump LP</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8LP.png | ||
|name=Jump LP | |name=Jump LP | ||
|input= | |input=8LP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 671: | Line 684: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LP}} | |||
}} | }} | ||
}} | }} | ||
Line 676: | Line 690: | ||
=====<font style="visibility:hidden; float:right">Jump MP</font>===== | =====<font style="visibility:hidden; float:right">Jump MP</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8MP.png | ||
|name=Jump MP | |name=Jump MP | ||
|input= | |input=8MP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 695: | Line 709: | ||
|description= | |description= | ||
* Puts airborne opponents into a free juggle state | * Puts airborne opponents into a free juggle state | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MP}} | |||
}} | }} | ||
}} | }} | ||
Line 700: | Line 715: | ||
=====<font style="visibility:hidden; float:right">Jump HP</font>===== | =====<font style="visibility:hidden; float:right">Jump HP</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8HP.png | ||
|name=Jump HP | |name=Jump HP | ||
|input= | |input=8HP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 718: | Line 733: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HP}} | |||
}} | }} | ||
}} | }} | ||
Line 723: | Line 739: | ||
=====<font style="visibility:hidden; float:right">Jump LK</font>===== | =====<font style="visibility:hidden; float:right">Jump LK</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8LK.png | ||
|name=Jump LK | |name=Jump LK | ||
|input= | |input=8LK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 742: | Line 758: | ||
|description= | |description= | ||
* Strong air-to-air hitbox | * Strong air-to-air hitbox | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LK}} | |||
}} | }} | ||
}} | }} | ||
Line 747: | Line 764: | ||
=====<font style="visibility:hidden; float:right">Jump MK</font>===== | =====<font style="visibility:hidden; float:right">Jump MK</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8MK.png | ||
|name=Jump MK | |name=Jump MK | ||
|input= | |input=8MK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 766: | Line 783: | ||
|description= | |description= | ||
* Can cross up | * Can cross up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MK}} | |||
}} | }} | ||
}} | }} | ||
Line 771: | Line 789: | ||
=====<font style="visibility:hidden; float:right">Jump HK</font>===== | =====<font style="visibility:hidden; float:right">Jump HK</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_8HK.png | ||
|name=Jump HK | |name=Jump HK | ||
|input= | |input=8HK | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 789: | Line 807: | ||
|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HK}} | |||
}} | }} | ||
}} | }} | ||
Line 816: | Line 835: | ||
* 2 less active frames on the 2nd hit than Old Zeku's f+HP overhead | * 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 | * Lack of proper active frames and pushback means there's no combo potential even if hit meaty 2nd hit and counter-hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kubi%20Kudaki}} | |||
}} | }} | ||
}} | }} | ||
Line 846: | Line 866: | ||
* Easily hit confirmed into from the initial st.HP | * Easily hit confirmed into from the initial st.HP | ||
* +3 KDA if canceled into Run > Stop (+5 with EX Run > Stop) | * +3 KDA if canceled into Run > Stop (+5 with EX Run > Stop) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kaeshi%20Saiha}} | |||
}} | }} | ||
}} | }} | ||
Line 873: | Line 894: | ||
* Easily hit confirmed into from Counter-Hit st.MP | * Easily hit confirmed into from Counter-Hit st.MP | ||
* +5 KDA if canceled into Run > Stop (+7 with EX Run > Stop) | * +5 KDA if canceled into Run > Stop (+7 with EX Run > Stop) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kaeshi%20Urasaiha}} | |||
}} | }} | ||
}} | }} | ||
Line 900: | Line 922: | ||
* Builds 100 V-Gauge on hit (1/3rd bar) | * Builds 100 V-Gauge on hit (1/3rd bar) | ||
* Can cancel into CA on hit | * Can cancel into CA on hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kagerou}} | |||
}} | }} | ||
}} | }} | ||
Line 927: | Line 950: | ||
* Builds 100 V-Gauge on hit (1/3rd bar) | * Builds 100 V-Gauge on hit (1/3rd bar) | ||
* Can cancel into CA on hit | * Can cancel into CA on hit | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Urakagerou}} | |||
}} | }} | ||
}} | }} | ||
Line 953: | Line 977: | ||
* +9 KDA if canceled into stance switch (KDA listed in parentheses) | * +9 KDA if canceled into stance switch (KDA listed in parentheses) | ||
* Cannot safely get weasel out on quick rise midscreen | * Cannot safely get weasel out on quick rise midscreen | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Sekibu%20No%20Jin}} | |||
}} | }} | ||
}} | }} | ||
Line 979: | Line 1,004: | ||
* +9 KDA if canceled into stance switch (KDA listed in parentheses) | * +9 KDA if canceled into stance switch (KDA listed in parentheses) | ||
* Cannot safely get weasel out on quick rise midscreen | * Cannot safely get weasel out on quick rise midscreen | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Hakuso%20No%20Jin}} | |||
}} | }} | ||
}} | }} | ||
Line 1,004: | Line 1,030: | ||
* Not special cancelable on block | * Not special cancelable on block | ||
* 2nd hit usually connects even from max range st.MP | * 2nd hit usually connects even from max range st.MP | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Soukosou}} | |||
}} | }} | ||
}} | }} | ||
Line 1,028: | Line 1,055: | ||
|description= | |description= | ||
* 2nd hit can whiff if the initial st.LP connects far away | * 2nd hit can whiff if the initial st.LP connects far away | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanken%20-%20Ni}} | |||
}} | }} | ||
}} | }} | ||
Line 1,053: | Line 1,081: | ||
* The 3rd hit (HP) has 2 different hits that knocks down | * The 3rd hit (HP) has 2 different hits that knocks down | ||
* 3rd hit always connects as long as the prior 2 hits connected | * 3rd hit always connects as long as the prior 2 hits connected | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanken%20-%20San}} | |||
}} | }} | ||
}} | }} | ||
Line 1,077: | Line 1,106: | ||
|description= | |description= | ||
* Last hit (HK) knocks opponent down | * Last hit (HK) knocks opponent down | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanken%20-%20Shu}} | |||
}} | }} | ||
}} | }} | ||
Line 1,102: | Line 1,132: | ||
* Denies backroll on wake-up (counts as a throw) | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanage}} | |||
}} | }} | ||
}} | }} | ||
Line 1,129: | Line 1,160: | ||
|description= | |description= | ||
* Kills in the air for some reason | * Kills in the air for some reason | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tesso}} | |||
}} | }} | ||
}} | }} | ||
Line 1,154: | Line 1,186: | ||
|description= | |description= | ||
* Does more damage than average for a back throw | * Does more damage than average for a back throw | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Raiju}} | |||
}} | }} | ||
}} | }} | ||
Line 1,181: | Line 1,214: | ||
* The regular wall jump arc | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Sankagu%20Tobi}} | |||
}} | }} | ||
}} | }} | ||
Line 1,207: | Line 1,241: | ||
* LP goes the least distance, MP is normal wall jump distance, HP goes the farthest | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Hassou%20Tobi}} | |||
}} | }} | ||
}} | }} | ||
Line 1,212: | Line 1,247: | ||
=====<font style="visibility:hidden; float:right">Shukumyo</font>===== | =====<font style="visibility:hidden; float:right">Shukumyo</font>===== | ||
{{MoveData | {{MoveData | ||
|image=SFV_Zeku (Young) | |image=SFV_Zeku (Young)_22PP.png | ||
|name=Shukumyo | |name=Shukumyo | ||
|input= | |input=22PP | ||
|data= | |data= | ||
{{AttackData-SFV | {{AttackData-SFV | ||
Line 1,234: | Line 1,269: | ||
* Transform itself takes 25 frames total | * Transform itself takes 25 frames total | ||
* If Zeku gets hit halfway through the transformation it can stop the transformation from completing | * If Zeku gets hit halfway through the transformation it can stop the transformation from completing | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Shukumyo}} | |||
}} | }} | ||
}} | }} | ||
Line 1,260: | Line 1,296: | ||
* Projectile invincible hurtbox on extended limbs on frames 12-36 | * Projectile invincible hurtbox on extended limbs on frames 12-36 | ||
* Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | * Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Bushin%20Sho}} | |||
}} | }} | ||
}} | }} | ||
Line 1,287: | Line 1,324: | ||
* Projectile invincible on extended limbs on frames 18-38 | * Projectile invincible on extended limbs on frames 18-38 | ||
* Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | * Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Bushin%20Sho}} | |||
}} | }} | ||
}} | }} | ||
Line 1,314: | Line 1,352: | ||
* Projectile invincible on extended limbs on frames 24-43 | * Projectile invincible on extended limbs on frames 24-43 | ||
* Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | * Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Bushin%20Sho}} | |||
}} | }} | ||
}} | }} | ||
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* Projectile invincible on extended limbs on frames 23-47 | * Projectile invincible on extended limbs on frames 23-47 | ||
* Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | * Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sho}} | |||
}} | }} | ||
}} | }} | ||
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* 10 extra recovery frames on whiff (22) | * 10 extra recovery frames on whiff (22) | ||
* Puts opponent into a juggle state | * Puts opponent into a juggle state | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Hozanto}} | |||
}} | }} | ||
}} | }} | ||
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* Low profiles on frames 8-21 (slightly smaller hurtbox than crouch size hurtbox) | * Low profiles on frames 8-21 (slightly smaller hurtbox than crouch size hurtbox) | ||
* Puts opponent into a juggle state | * Puts opponent into a juggle state | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Hozanto}} | |||
}} | }} | ||
}} | }} | ||
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* Low profiles on frames 7-25 (slightly smaller hurtbox than crouch size hurtbox) | * Low profiles on frames 7-25 (slightly smaller hurtbox than crouch size hurtbox) | ||
* Puts opponent into a juggle state | * Puts opponent into a juggle state | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Hozanto}} | |||
}} | }} | ||
}} | }} | ||
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* Cancels into a secondary part on hit that launches the opponent high into the air | * 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) | * Jump cancelable after the second part on hit (canned forward jump; can't pre-jump cancel into other specials or anything like that) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Hozanto}} | |||
}} | }} | ||
}} | }} | ||
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* Hard Knockdown | * Hard Knockdown | ||
* LP version is the fastest in startup but has the least range of the non-EX air grabs | * LP version is the fastest in startup but has the least range of the non-EX air grabs | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Bushin%20Sangoku%20Otoshi}} | |||
}} | }} | ||
}} | }} | ||
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* Hard Knockdown | * Hard Knockdown | ||
* MP version has middle of the road startup and range between the 3 non-EX versions | * MP version has middle of the road startup and range between the 3 non-EX versions | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Bushin%20Sangoku%20Otoshi}} | |||
}} | }} | ||
}} | }} | ||
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* Hard Knockdown | * Hard Knockdown | ||
* HP version is the slowest in startup but has the most range of the non-EX air grabs | * HP version is the slowest in startup but has the most range of the non-EX air grabs | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Bushin%20Sangoku%20Otoshi}} | |||
}} | }} | ||
}} | }} | ||
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* Hard Knockdown | * Hard Knockdown | ||
* EX version counts as a strike (can grab hurtboxes like Zangief's EX Air SPD) | * EX version counts as a strike (can grab hurtboxes like Zangief's EX Air SPD) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sangoku%20Otoshi}} | |||
}} | }} | ||
}} | }} | ||
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* Cancels into follow-ups on frames 8-49 | * Cancels into follow-ups on frames 8-49 | ||
* Zeku is in a counter-hit state during the run itself | * Zeku is in a counter-hit state during the run itself | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Hayagake}} | |||
}} | }} | ||
}} | }} | ||
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* Doing the follow-ups ASAP does cancel the teleport and invincibility frames early | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Hayagake%20EX}} | |||
}} | }} | ||
}} | }} | ||
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* Fastest possible Run > Stop is 23 frames total (8+15) | * Fastest possible Run > Stop is 23 frames total (8+15) | ||
* Latest possible Run > Stop is 64 frames total (49+15) | * Latest possible Run > Stop is 64 frames total (49+15) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tozetsu}} | |||
}} | }} | ||
}} | }} | ||
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* Fastest possible Run > Slide is 17 frames total (8+9) | * Fastest possible Run > Slide is 17 frames total (8+9) | ||
* Can juggle into this after non-EX Hozantos or j.MPs | * Can juggle into this after non-EX Hozantos or j.MPs | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari}} | |||
}} | }} | ||
}} | }} | ||
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* Total of 4 active frames so can cover both wake-ups | * Total of 4 active frames so can cover both wake-ups | ||
* Second hit knocks down | * Second hit knocks down | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou}} | |||
}} | }} | ||
}} | }} | ||
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* Latest possible EX Run > Stop is 33 frames total (21+12) | * Latest possible EX Run > Stop is 33 frames total (21+12) | ||
* Stop itself recovers 3 frames faster than non-EX Stop | * Stop itself recovers 3 frames faster than non-EX Stop | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tozetsu%20EX}} | |||
}} | }} | ||
}} | }} | ||
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* Fastest possible Run > Slide is 16 frames total (7+9) | * Fastest possible Run > Slide is 16 frames total (7+9) | ||
* Can juggle into this after non-EX Hozantos or j.MPs | * Can juggle into this after non-EX Hozantos or j.MPs | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari%20EX}} | |||
}} | }} | ||
}} | }} | ||
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* Total of 4 active frames so can cover both wake-ups | * Total of 4 active frames so can cover both wake-ups | ||
* Second hit knocks down | * Second hit knocks down | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou%20EX}} | |||
}} | }} | ||
}} | }} | ||
== Critical | == Critical Art == | ||
=====<font style="visibility:hidden; float:right">Batsuzan Gaisei</font>===== | =====<font style="visibility:hidden; float:right">Batsuzan Gaisei</font>===== | ||
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* Hard Knockdown | * Hard Knockdown | ||
* Pretty decent size and active hitboxes | * Pretty decent size and active hitboxes | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Batsuzan%20Gaisei}} | |||
}} | }} | ||
}} | }} | ||
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|confirm=<nowiki>- / - / -</nowiki> | |confirm=<nowiki>- / - / -</nowiki> | ||
|description= | |description= | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Taunt}} | |||
}} | }} | ||
}} | }} | ||
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* Builds 100 V-Gauge on hit (1/3rd bar) | * 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) | * Young Zeku's V-Skill can cancel into V-Trigger 2 and Critical Art (unlike Old Zeku's V-Skill) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tenpo%20Kari}} | |||
}} | }} | ||
}} | }} | ||
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* Opponent is put in a limited juggle state | * Opponent is put in a limited juggle state | ||
* Builds 80 / 40 V-Gauge on Hit / Block | * Builds 80 / 40 V-Gauge on Hit / Block | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kuchiyose%20-%20Bii}} | |||
}} | }} | ||
}} | }} | ||
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* 2 bar V-Trigger | * 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 | * Lasts for 1500 frames (25 seconds) and gives Zeku access to a 1-time use Idaten (V-Trigger Dash) and the V-Trigger attack | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushinryu%20Shingekiko}} | |||
}} | }} | ||
}} | }} | ||
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* 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) | * 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) | * 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) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Idaten}} | |||
}} | }} | ||
}} | }} | ||
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* Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable) | * 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) | * Minimum startup if canceled from V-Trigger Dash is 21 (7+14) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Seiryukyaku}} | |||
}} | }} | ||
}} | }} | ||
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* Upon successful hit, remains projectile invincible for entire duration | * Upon successful hit, remains projectile invincible for entire duration | ||
* Can cancel into some EX specials (everything other than Bushin Flip) | * Can cancel into some EX specials (everything other than Bushin Flip) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Karura%20Tenzan}} | |||
}} | }} | ||
}} | }} | ||
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* Upon successful hit, remains projectile invincible for entire duration | * Upon successful hit, remains projectile invincible for entire duration | ||
* Can cancel into some EX specials (everything other than Bushin Flip) | * Can cancel into some EX specials (everything other than Bushin Flip) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Karura%20Tenzan%20(Secondary)}} | |||
}} | }} | ||
}} | }} | ||
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* 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 | * 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 | * 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 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/V-Shift}} | |||
}} | }} | ||
}} | }} | ||
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|crush=<nowiki>- / - / -</nowiki> | |crush=<nowiki>- / - / -</nowiki> | ||
|block=<nowiki>-2</nowiki> | |block=<nowiki>-2</nowiki> | ||
|knockdown=<nowiki> | |knockdown=<nowiki>74 / 15 / 20</nowiki> | ||
|damage=<nowiki>60</nowiki> | |damage=<nowiki>60</nowiki> | ||
|stun=<nowiki>0</nowiki> | |stun=<nowiki>0</nowiki> | ||
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|description= | |description= | ||
* Fully invincible during startup and active frames | * Fully invincible during startup and active frames | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Habakiri}} | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Strike and Projectile invincible on frames 1-25 | * Strike and Projectile invincible on frames 1-25 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Toushi}} | |||
}} | }} | ||
}} | }} |
Revision as of 18:37, 13 April 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) | |
---|---|
Vitals | |
Life Points | 1000 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.054 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 17 |
Backward Dash Speed | 22 |
Forward Dash Distance | 1.692 |
Backward Dash Distance | 1.004 |
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 | 2.164 |
Backward Jump Distance | 1.86 |
Throws | |
Throw Hurtbox | 0.3 |
Throw Range | 0.8 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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 MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Crouch HK late hit
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Kubi Kudaki
Target Combos
Kaeshi Saiha
Kaeshi Urasaiha
Kagerou
Urakagerou
Sekibu No Jin
Hakuso No Jin
Bushin Soukosou
Bushin Gokusanken - Ni
Bushin Gokusanken - San
Bushin Gokusanken - Shu
Bushin Gokusanage
Throws
Tesso
Raiju
Special Moves
Sankagu Tobi
Hassou Tobi
Shukumyo
LP Bushin Sho
MP Bushin Sho
HP Bushin Sho
EX Bushin Sho
LP Hozanto
MP Hozanto
HP Hozanto
EX Hozanto
LP Bushin Sangoku Otoshi
MP Bushin Sangoku Otoshi
HP Bushin Sangoku Otoshi
EX Bushin Sangoku Otoshi
Hayagake
Hayagake EX
Tozetsu
Ashikari
Gekkou
Tozetsu EX
Ashikari EX
Gekkou EX
Critical Art
Batsuzan Gaisei
Taunts
Taunt
V-System
V-Skill 1
Tenpo Kari
V-Skill 2
Kuchiyose - Bii
V-Trigger 1
Bushinryu Shingekiko
Idaten
Bushin Seiryukyaku
V-Trigger 2
Karura Tenzan
Karura Tenzan (Secondary)
V-Shift
V-Shift
V-Shift Break
Habakiri
V-Reversal
Toushi