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

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Line 41: Line 41:
|recovery=<nowiki>9</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>4</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>30</nowiki>
|damage=<nowiki>30</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Only one of Old Zeku's lights to combo into LK Forward Gram
:Only one of Old Zeku's lights to combo into LK Forward Gram
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20LP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20LP}}
}}
}}
Line 59: Line 56:
|recovery=<nowiki>11</nowiki>
|recovery=<nowiki>11</nowiki>
|hit=<nowiki>2</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>0</nowiki>
|block=<nowiki>0</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>30</nowiki>
|damage=<nowiki>30</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
:Chains into LK/MP
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 90: Line 84:
|recovery=<nowiki>14</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>5</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>3</nowiki>
|block=<nowiki>3</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>13 / 14 / -</nowiki>
|hcWinSpCa=<nowiki>13</nowiki>
|hcWinVt=<nowiki>14</nowiki>
|description=
|description=
* The go-to frametrap and combo filler like st.MK
:The go-to frametrap and combo filler like st.MK
* Can be used as an anti-air (but not ideal)
:Can be used as an anti-air (but not ideal)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20MP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20MP}}
}}
}}
Line 109: Line 102:
|recovery=<nowiki>19</nowiki>
|recovery=<nowiki>19</nowiki>
|hit=<nowiki>0</nowiki>
|hit=<nowiki>0</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-3</nowiki>
|block=<nowiki>-3</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>80</nowiki>
|stun=<nowiki>80</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 140: Line 130:
|recovery=<nowiki>30</nowiki>
|recovery=<nowiki>30</nowiki>
|hit=<nowiki>-2</nowiki>
|hit=<nowiki>-2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-5</nowiki>
|block=<nowiki>-5</nowiki>
|knockdown=<nowiki>85 / 26 / 31</nowiki>
|damage=<nowiki>80</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>16 / 16 / -</nowiki>
|hcWinSpCa=<nowiki>16</nowiki>
|hcWinVt=<nowiki>16</nowiki>
|description=
|description=
* Decent footsies/buffer tool move that if canceled converts into gram combos even from more than half-screen length
:Decent footsies/buffer tool move that if canceled converts into gram combos even from more than half-screen length
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20HP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20HP}}
}}
}}
Line 158: Line 147:
|recovery=<nowiki>34</nowiki>
|recovery=<nowiki>34</nowiki>
|hit=<nowiki>-8</nowiki>
|hit=<nowiki>-8</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-11</nowiki>
|block=<nowiki>-11</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
:Chains into HK
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 189: Line 175:
|recovery=<nowiki>6</nowiki>
|recovery=<nowiki>6</nowiki>
|hit=<nowiki>4</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Great range for a st.LK and 4 active frames makes this a good hit confirm tool and can cover both wake-ups
:Great range for a st.LK and 4 active frames makes this a good hit confirm tool and can cover both wake-ups
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20LK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20LK}}
}}
}}
Line 207: Line 190:
|recovery=<nowiki>9</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>1</nowiki>
|hit=<nowiki>1</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-1</nowiki>
|block=<nowiki>-1</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 238: Line 218:
|recovery=<nowiki>12</nowiki>
|recovery=<nowiki>12</nowiki>
|hit=<nowiki>7</nowiki>
|hit=<nowiki>7</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / 14 / -</nowiki>
|hcWinVt=<nowiki>14</nowiki>
|description=
|description=
* Good combo starter tool
:Good combo starter tool
* Decent anti-air hitboxes (but not ideal)
:Decent anti-air hitboxes (but not ideal)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20MK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20MK}}
}}
}}
Line 257: Line 235:
|recovery=<nowiki>18</nowiki>
|recovery=<nowiki>18</nowiki>
|hit=<nowiki>1</nowiki>
|hit=<nowiki>1</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>80</nowiki>
|stun=<nowiki>80</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 288: Line 263:
|recovery=<nowiki>24</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>5</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>Stagger / +21 / +120</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / 18 / -</nowiki>
|ccst=<nowiki>Stagger</nowiki>
|ccadv=<nowiki>+21</nowiki>
|ccvg=<nowiki>+120</nowiki>
|hcWinVt=<nowiki>18</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20HK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Stand%20HK}}
Line 305: Line 281:
|recovery=<nowiki>30</nowiki>
|recovery=<nowiki>30</nowiki>
|hit=<nowiki>-4</nowiki>
|hit=<nowiki>-4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-11</nowiki>
|block=<nowiki>-11</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
:The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
* st.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
:st.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 336: Line 309:
|recovery=<nowiki>7</nowiki>
|recovery=<nowiki>7</nowiki>
|hit=<nowiki>4</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>30</nowiki>
|damage=<nowiki>30</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>ch sp su vt1 vt2</nowiki>
|cancel=<nowiki>ch sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Chains into cr.LP
:Chains into cr.LP
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20LP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20LP}}
}}
}}
Line 354: Line 324:
|recovery=<nowiki>9</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>2</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>0</nowiki>
|block=<nowiki>0</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>30</nowiki>
|damage=<nowiki>30</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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/MK
:Chains into LK/MP/MK
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 385: Line 352:
|recovery=<nowiki>14</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>5</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>1</nowiki>
|block=<nowiki>1</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / 13 / -</nowiki>
|hcWinVt=<nowiki>13</nowiki>
|description=
|description=
* Solid poke tool
:Solid poke tool
* Old Zeku's best button along with cr.MK to buffer into V-Trigger Dash and confirm in neutral/footsies
:Old Zeku's best button along with cr.MK to buffer into V-Trigger Dash and confirm in neutral/footsies
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20MP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20MP}}
}}
}}
Line 404: Line 369:
|recovery=<nowiki>21</nowiki>
|recovery=<nowiki>21</nowiki>
|hit=<nowiki>0</nowiki>
|hit=<nowiki>0</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4</nowiki>
|block=<nowiki>-4</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>80</nowiki>
|stun=<nowiki>80</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 435: Line 397:
|recovery=<nowiki>16</nowiki>
|recovery=<nowiki>16</nowiki>
|hit=<nowiki>7</nowiki>
|hit=<nowiki>7</nowiki>
|crush=<nowiki>Flipping Juggle / J / +120</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>103 / 44 / 49</nowiki>
|damage=<nowiki>80</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>18 / 18 / -</nowiki>
|ccst=<nowiki>Flipping Juggle</nowiki>
|ccadv=<nowiki>J</nowiki>
|ccvg=<nowiki>+120</nowiki>
|kd=<nowiki>103</nowiki>
|kdr=<nowiki>44</nowiki>
|kdrb=<nowiki>49</nowiki>
|hcWinSpCa=<nowiki>18</nowiki>
|hcWinVt=<nowiki>18</nowiki>
|description=
|description=
* Forces stand on hit
:Forces stand on hit
* Good oki tool (covers both wake-ups with a lot of + frames)
:Good oki tool (covers both wake-ups with a lot of + frames)
* Pretty good anti-air and has great conversions on Crush Counter
:Pretty good anti-air and has great conversions on Crush Counter
* Even if being +7 on hit Old Zeku still can't get many links going due to the pushback of cr.HP
:Even if being +7 on hit Old Zeku still can't get many links going due to the pushback of cr.HP
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20HP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20HP}}
}}
}}
Line 456: Line 423:
|recovery=<nowiki>22</nowiki>
|recovery=<nowiki>22</nowiki>
|hit=<nowiki>1</nowiki>
|hit=<nowiki>1</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4</nowiki>
|block=<nowiki>-4</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
:Chains into HK
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 487: Line 451:
|recovery=<nowiki>8</nowiki>
|recovery=<nowiki>8</nowiki>
|hit=<nowiki>4</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>20</nowiki>
|damage=<nowiki>20</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20LK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20LK}}
Line 504: Line 465:
|recovery=<nowiki>10</nowiki>
|recovery=<nowiki>10</nowiki>
|hit=<nowiki>2</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>0</nowiki>
|block=<nowiki>0</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>20</nowiki>
|damage=<nowiki>20</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 535: Line 493:
|recovery=<nowiki>17</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>2</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>sp vt1 vt2</nowiki>
|cancel=<nowiki>sp vt1 vt2</nowiki>
|confirm=<nowiki>16 / 16 / -</nowiki>
|hcWinSpCa=<nowiki>16</nowiki>
|hcWinVt=<nowiki>16</nowiki>
|description=
|description=
* Decent range for a low kick
:Decent range for a low kick
* 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
* Old Zeku's best button along with cr.MP to buffer into V-Trigger Dash and confirm in neutral/footsies
:Old Zeku's best button along with cr.MP to buffer into V-Trigger Dash and confirm in neutral/footsies
* Has a pretty lenient cancel window for hit confirming (16 frames to react with a cancel)
:Has a pretty lenient cancel window for hit confirming (16 frames to react with a cancel)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20MK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20MK}}
}}
}}
Line 556: Line 513:
|recovery=<nowiki>22</nowiki>
|recovery=<nowiki>22</nowiki>
|hit=<nowiki>-7</nowiki>
|hit=<nowiki>-7</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-11</nowiki>
|block=<nowiki>-11</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>80</nowiki>
|stun=<nowiki>80</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
: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
: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)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 587: Line 541:
|recovery=<nowiki>25</nowiki>
|recovery=<nowiki>25</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>Hard Knockdown / KD / +120</nowiki>
|block=<nowiki>-8</nowiki>
|block=<nowiki>-8</nowiki>
|knockdown=<nowiki>74 / 21 / 26</nowiki>
|damage=<nowiki>90</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / 17 / -</nowiki>
|ccst=<nowiki>Hard Knockdown</nowiki>
|ccadv=<nowiki>KD</nowiki>
|ccvg=<nowiki>+120</nowiki>
|kd=<nowiki>74</nowiki>
|kdr=<nowiki>21</nowiki>
|kdrb=<nowiki>26</nowiki>
|hcWinVt=<nowiki>17</nowiki>
|description=
|description=
* Pretty short range (around same as Ryu's sweep) and moves Old Zeku forward when used
:Pretty short range (around same as Ryu's sweep) and moves Old Zeku forward when used
* Safer on block framedata wise than any other sweep in the game
:Safer on block framedata wise than any other sweep in the game
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20HK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Crouch%20HK}}
}}
}}
Line 606: Line 564:
|recovery=<nowiki>31</nowiki>
|recovery=<nowiki>31</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-14</nowiki>
|block=<nowiki>-14</nowiki>
|knockdown=<nowiki>64 / 15 / 20</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>L</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>sp su</nowiki>
|cancel=<nowiki>sp su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>64</nowiki>
|kdr=<nowiki>15</nowiki>
|kdrb=<nowiki>20</nowiki>
|description=
|description=
* Framedata shown here is when chained into during Zeku's V-Trigger Dash
: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
:The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
* cr.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
:cr.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
* First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
:First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
}}
}}
}}
}}
Line 631: Line 589:
|startup=<nowiki>4</nowiki>
|startup=<nowiki>4</nowiki>
|active=<nowiki>6</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20LP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20LP}}
Line 655: Line 606:
|startup=<nowiki>7</nowiki>
|startup=<nowiki>7</nowiki>
|active=<nowiki>4</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20MP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20MP}}
Line 679: Line 623:
|startup=<nowiki>8</nowiki>
|startup=<nowiki>8</nowiki>
|active=<nowiki>5</nowiki>
|active=<nowiki>5</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20HP}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20HP}}
Line 703: Line 640:
|startup=<nowiki>4</nowiki>
|startup=<nowiki>4</nowiki>
|active=<nowiki>6</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>70</nowiki>
|stun=<nowiki>70</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Can cross up
:Can cross up
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20LK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20LK}}
}}
}}
Line 728: Line 658:
|startup=<nowiki>7</nowiki>
|startup=<nowiki>7</nowiki>
|active=<nowiki>4</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Can cross up
:Can cross up
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20MK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20MK}}
}}
}}
Line 753: Line 676:
|startup=<nowiki>10</nowiki>
|startup=<nowiki>10</nowiki>
|active=<nowiki>4</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>M</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20HK}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Jump%20HK}}
Line 781: Line 697:
|recovery=<nowiki>20</nowiki>
|recovery=<nowiki>20</nowiki>
|hit=<nowiki>1</nowiki>
|hit=<nowiki>1</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-7</nowiki>
|block=<nowiki>-7</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40*40 (80)</nowiki>
|damage=<nowiki>40*40 (80)</nowiki>
|stun=<nowiki>50*50 (100)</nowiki>
|stun=<nowiki>50*50 (100)</nowiki>
|attack=<nowiki>M*M</nowiki>
|attack=<nowiki>M*M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Nouten%20Wari}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Nouten%20Wari}}
Line 808: Line 720:
|recovery=<nowiki>17</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>57 / 8 / 8</nowiki>
|damage=<nowiki>130</nowiki>
|damage=<nowiki>130</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>T</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>57</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>8</nowiki>
|kdrb=<nowiki>8</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Tsurigane%20Otoshi}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Tsurigane%20Otoshi}}
Line 833: Line 743:
|recovery=<nowiki>17</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>62 / 13 / 13</nowiki>
|damage=<nowiki>150</nowiki>
|damage=<nowiki>150</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>T</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>62</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>13</nowiki>
|kdrb=<nowiki>13</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Mikoshi}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Mikoshi}}
Line 855: Line 763:
|data=
|data=
{{AttackData-SFV
{{AttackData-SFV
|startup=<nowiki>-</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>25</nowiki>
|recovery=<nowiki>25</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Cancelable into from all special cancelable normals as well as all the Gram specials on HIT only (and on block with EX Koku / EX Teki)
:Cancelable into from all special cancelable normals as well as all the Gram specials on HIT only (and on block with EX Koku / EX Teki)
* 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(Old)/normal/Shukumyo}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Shukumyo}}
}}
}}
Line 887: Line 784:
|recovery=<nowiki>30</nowiki>
|recovery=<nowiki>30</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-6(-4)</nowiki>
|block=<nowiki>-6(-4)</nowiki>
|knockdown=<nowiki>77 / 18 / 23</nowiki>
|damage=<nowiki>90</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>77</nowiki>
|kdr=<nowiki>18</nowiki>
|kdrb=<nowiki>23</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 44F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 44F total duration
* +3 extra KDA if juggled into after QCB+LK up close
:+3 extra KDA if juggled into after QCB+LK up close
* Only -4 on block if canceled into from other QCB Grams (Koku)
:Only -4 on block if canceled into from other QCB Grams (Koku)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Koku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Koku}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>14</nowiki>
|startup=<nowiki>15</nowiki>
|active=<nowiki>1</nowiki>
|active=<nowiki>8</nowiki>
|recovery=<nowiki>30</nowiki>
|recovery=<nowiki>30</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>4(11)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-3(4)</nowiki>
|block=<nowiki>-6(-4)</nowiki>
|damage=<nowiki>60</nowiki>
|knockdown=<nowiki>77 / 18 / 23</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:This secondary Projectile version does not knockdown like the initial strike version does
* This strike version (if the initial strike hitbox connects on hit/block) is 44F total duration
:This projectile version (if the initial strike hitbox whiffs) is 45F total duration
* +3 extra KDA if juggled into after QCB+LK up close
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
* Only -4 on block if canceled into from other QCB Grams (Koku)
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 942: Line 836:
|recovery=<nowiki>26</nowiki>
|recovery=<nowiki>26</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4</nowiki>
|block=<nowiki>-4</nowiki>
|knockdown=<nowiki>78 / 19 / 24</nowiki>
|damage=<nowiki>100</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>78</nowiki>
|kdr=<nowiki>19</nowiki>
|kdrb=<nowiki>24</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
* No difference in KDA if juggled into after QCB+MK up close
:No difference in KDA if juggled into after QCB+MK up close
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Koku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Koku}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>20</nowiki>
|startup=<nowiki>21</nowiki>
|active=<nowiki>1</nowiki>
|active=<nowiki>9</nowiki>
|recovery=<nowiki>26</nowiki>
|recovery=<nowiki>27</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>2(10)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4(4)</nowiki>
|block=<nowiki>-4</nowiki>
|damage=<nowiki>70</nowiki>
|knockdown=<nowiki>78 / 19 / 24</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:This secondary Projectile version does not knockdown like the initial strike version does
* This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
:This projectile version (if the initial strike hitbox whiffs) is 50F total duration
* No difference in KDA if juggled into after QCB+MK up close
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 995: Line 887:
|recovery=<nowiki>27</nowiki>
|recovery=<nowiki>27</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>79 / 20 / 25</nowiki>
|damage=<nowiki>120</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>79</nowiki>
|kdr=<nowiki>20</nowiki>
|kdrb=<nowiki>25</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 52F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 52F total duration
* +1 extra KDA if juggled into after QCB+HK up close
:+1 extra KDA if juggled into after QCB+HK up close
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Koku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Koku}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>25</nowiki>
|startup=<nowiki>26</nowiki>
|active=<nowiki>1</nowiki>
|active=<nowiki>10</nowiki>
|recovery=<nowiki>27</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>2(11)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-5(4)</nowiki>
|block=<nowiki>-2</nowiki>
|damage=<nowiki>90</nowiki>
|knockdown=<nowiki>79 / 20 / 25</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
:This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
* 1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
:1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
:1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
:This secondary Projectile version does not knockdown like the initial strike version does
* This strike version (if the initial strike hitbox connects on hit/block) is 52F total duration
:This projectile version (if the initial strike hitbox whiffs) is 55F total duration
* +1 extra KDA if juggled into after QCB+HK up close
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,048: Line 938:
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>32</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>1</nowiki>
|block=<nowiki>1</nowiki>
|knockdown=<nowiki>95 / 36 / 41</nowiki>
|damage=<nowiki>100*20x2 (140)</nowiki>
|damage=<nowiki>100*20x2 (140)</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|cancel=<nowiki>vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>95</nowiki>
|kdr=<nowiki>36</nowiki>
|kdrb=<nowiki>41</nowiki>
|description=
|description=
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
* 3-hit horizontal projectile hitbox further away
:3-hit horizontal projectile hitbox further away
* 1 active frame of a strike hitbox followed by (20) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:1 active frame of a strike hitbox followed by (20) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
:EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
* This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Koku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Koku}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>17</nowiki>
|startup=<nowiki>18</nowiki>
|active=<nowiki>1</nowiki>
|active=<nowiki>20</nowiki>
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>39</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-1</nowiki>
|block=<nowiki>1</nowiki>
|damage=<nowiki>30x2*50 (110)</nowiki>
|knockdown=<nowiki>95 / 36 / 41</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>100*20x2 (140)</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|cancel=<nowiki>vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>93(112)</nowiki>
|kdr=<nowiki>34(53)</nowiki>
|kdrb=<nowiki>39(58)</nowiki>
|description=
|description=
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
* 3-hit horizontal projectile hitbox further away
:1 active frame of a strike hitbox followed by (20) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
* 1 active frame of a strike hitbox followed by (20) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:Both the strike hitbox and following projectile hitbox do a knockdown
* Both the strike hitbox and following projectile hitbox do a knockdown
:EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
* EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
:This projectile version (if the initial strike hitbox whiffs) is 57F total duration
* This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,101: Line 992:
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>32</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-14</nowiki>
|block=<nowiki>-14</nowiki>
|knockdown=<nowiki>104 / 45 / 50</nowiki>
|damage=<nowiki>70</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>104</nowiki>
|kdr=<nowiki>45</nowiki>
|kdrb=<nowiki>50</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 48F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 48F total duration
* Can be cancelled into Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:Can be cancelled into Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Teki}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Teki}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>15</nowiki>
|startup=<nowiki>17</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>12</nowiki>
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>34</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2(9)</nowiki>
|block=<nowiki>-14</nowiki>
|knockdown=<nowiki>104 / 45 / 50</nowiki>
|damage=<nowiki>70</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>100(111)</nowiki>
|kdr=<nowiki>41(52)</nowiki>
|kdrb=<nowiki>46(57)</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 48F total duration
:Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
* Can be cancelled into Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,156: Line 1,047:
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>32</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-14</nowiki>
|block=<nowiki>-14</nowiki>
|knockdown=<nowiki>111 / 52 / 57</nowiki>
|damage=<nowiki>80</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>111</nowiki>
|kdr=<nowiki>52</nowiki>
|kdrb=<nowiki>57</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 56F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 56F total duration
* Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Teki}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Teki}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>23</nowiki>
|startup=<nowiki>25</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>12</nowiki>
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>36</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4(7)</nowiki>
|block=<nowiki>-14</nowiki>
|damage=<nowiki>70</nowiki>
|knockdown=<nowiki>111 / 52 / 57</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>102(113)</nowiki>
|kdr=<nowiki>43(54)</nowiki>
|kdrb=<nowiki>48(59)</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 56F total duration
:Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
* Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,211: Line 1,102:
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>32</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-14</nowiki>
|block=<nowiki>-14</nowiki>
|knockdown=<nowiki>117 / 58 / 63</nowiki>
|damage=<nowiki>120</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>117</nowiki>
|kdr=<nowiki>58</nowiki>
|kdrb=<nowiki>63</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 63F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 63F total duration
* Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Teki}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Teki}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>30</nowiki>
|startup=<nowiki>32</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>12</nowiki>
|recovery=<nowiki>32</nowiki>
|recovery=<nowiki>34</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2(9)</nowiki>
|block=<nowiki>-14</nowiki>
|damage=<nowiki>100</nowiki>
|knockdown=<nowiki>117 / 58 / 63</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vs1 vs2 vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>110(121)</nowiki>
|kdr=<nowiki>51(62)</nowiki>
|kdrb=<nowiki>56(67)</nowiki>
|description=
|description=
* Whiffs on crouching
:Whiffs on crouching
* Launches opponent into a limited juggle state
:Launches opponent into a limited juggle state
* 1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
:1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
* 2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
:2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a knockdown
:Both the strike hitbox and following projectile hitbox do a knockdown
* This strike version (if the initial strike hitbox connects on hit/block) is 63F total duration
:Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
* Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,266: Line 1,157:
|recovery=<nowiki>35</nowiki>
|recovery=<nowiki>35</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>108 / 49 / 54</nowiki>
|damage=<nowiki>60*30x2 (110)</nowiki>
|damage=<nowiki>60*30x2 (110)</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|cancel=<nowiki>vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>108</nowiki>
|kdr=<nowiki>49</nowiki>
|kdrb=<nowiki>54</nowiki>
|description=
|description=
* First strike hitbox whiffs on crouching but the following projectile hitboxes don't
:First strike hitbox whiffs on crouching but the following projectile hitboxes don't
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
* 3-hit upwards slanting projectile hitbox further away
:3-hit upwards slanting projectile hitbox further away
* 2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
:Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
* EX Teki is cancelable into Transform on block - The cancel window timing is very finnicky; but it's worth canceling into from this initial strike hitbox version on opponents blocking it standing (can turn the -2 oB into a +7 oB scenario)
:EX Teki is cancelable into Transform on block - The cancel window timing is very finnicky; but it's worth canceling into from this initial strike hitbox version on opponents blocking it standing (can turn the -2 oB into a +7 oB scenario)
* This strike version (if the initial strike hitbox connects on hit/block) is 54F total duration
:This strike version (if the initial strike hitbox connects on hit/block) is 54F total duration
* Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Teki}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Teki}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>18</nowiki>
|startup=<nowiki>21</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>18</nowiki>
|recovery=<nowiki>35</nowiki>
|recovery=<nowiki>33</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>5(22)</nowiki>
|block=<nowiki>-2</nowiki>
|damage=<nowiki>20x2*50 (90)</nowiki>
|knockdown=<nowiki>108 / 49 / 54</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>60*30x2 (110)</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|cancel=<nowiki>vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>116(133)</nowiki>
|kdr=<nowiki>57(74)</nowiki>
|kdrb=<nowiki>62(79)</nowiki>
|description=
|description=
* First strike hitbox whiffs on crouching but the following projectile hitboxes don't
:First strike hitbox whiffs on crouching but the following projectile hitboxes don't
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
* 3-hit upwards slanting projectile hitbox further away
:3-hit upwards slanting projectile hitbox further away
* 2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
* Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
:Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
* EX Teki is cancelable into Transform on block - The cancel window timing is very finnicky; but it's worth canceling into from this initial strike hitbox version on opponents blocking it standing (can turn the -2 oB into a +7 oB scenario)
:EX Teki is cancelable into Transform on block - The cancel window timing is very finicky; and it's only worth canceling into it from this secondary projectile hitbox version if you want to change to Young Zeku (canceling this secondary projectile version doesn't grant as much potential bonus frame advantage as canceling the initial strike version)
* This strike version (if the initial strike hitbox connects on hit/block) is 54F total duration
:Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
* Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
}}
}}
}}
}}
Line 1,323: Line 1,214:
|recovery=<nowiki>18+22</nowiki>
|recovery=<nowiki>18+22</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-23</nowiki>
|block=<nowiki>-23</nowiki>
|knockdown=<nowiki>88 / 29 / 34</nowiki>
|damage=<nowiki>100</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>88</nowiki>
|kdr=<nowiki>29</nowiki>
|kdrb=<nowiki>34</nowiki>
|description=
|description=
* Throw invincible on frames 1-5
:Throw invincible on frames 1-5
* 1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block)
:The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block)
* Zeku is in counterhit state during move duration
:Zeku is in counterhit state during move duration
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Ban}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/LK%20Bushin%20Gram%20-%20Ban}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>5</nowiki>
|startup=<nowiki>7</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>10</nowiki>
|recovery=<nowiki>18+22</nowiki>
|recovery=<nowiki>17+22</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-7(2)</nowiki>
|block=<nowiki>-23</nowiki>
|knockdown=<nowiki>88 / 29 / 34</nowiki>
|damage=<nowiki>100</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|kd=<nowiki>99(108)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>40(49)</nowiki>
|kdrb=<nowiki>45(54)</nowiki>
|description=
|description=
* Throw invincible on frames 1-5
:Throw invincible on frames 1-5
* 1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block)
:The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block) - but the later active frames function as an uncrouchable setup vs most of the cast and can thus be avoided with wake-up crouch buttons or crouch-sized hurtbox startup moves (like a DP)
* Zeku is in counterhit state during move duration
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
:Zeku is in counterhit state during move duration
}}
}}
}}
}}
Line 1,372: Line 1,264:
|recovery=<nowiki>21+22</nowiki>
|recovery=<nowiki>21+22</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-29</nowiki>
|block=<nowiki>-29</nowiki>
|knockdown=<nowiki>82 / 23 / 28</nowiki>
|damage=<nowiki>110</nowiki>
|damage=<nowiki>110</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>82</nowiki>
|kdr=<nowiki>23</nowiki>
|kdrb=<nowiki>28</nowiki>
|description=
|description=
* Projectile invincible on frames 3-12
:Projectile invincible on frames 3-12
* 1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
:The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
* A lot more - on block if canceled into from EX QCB (EX Teki)
:A lot more - on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration
:Zeku is in counterhit state during move duration
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Ban}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/MK%20Bushin%20Gram%20-%20Ban}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>7</nowiki>
|startup=<nowiki>9</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>13</nowiki>
|recovery=<nowiki>21+22</nowiki>
|recovery=<nowiki>20+22</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-10(2)</nowiki>
|block=<nowiki>-29</nowiki>
|knockdown=<nowiki>82 / 23 / 28</nowiki>
|damage=<nowiki>110</nowiki>
|damage=<nowiki>110</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|kd=<nowiki>96(108)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>37(49)</nowiki>
|kdrb=<nowiki>42(54)</nowiki>
|description=
|description=
* Projectile invincible on frames 3-12
:Projectile invincible on frames 3-12
* 1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
:The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
* A lot more - on block if canceled into from EX QCB (EX Teki)
:A lot more - on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
:Zeku is in counterhit state during move duration
}}
}}
}}
}}
Line 1,423: Line 1,316:
|recovery=<nowiki>31+20</nowiki>
|recovery=<nowiki>31+20</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-33</nowiki>
|block=<nowiki>-33</nowiki>
|knockdown=<nowiki>78 / 19 / 24</nowiki>
|damage=<nowiki>120</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>78</nowiki>
|kdr=<nowiki>19</nowiki>
|kdrb=<nowiki>24</nowiki>
|description=
|description=
* Invincible to airborne strikes on frames 1-8
:Invincible to airborne strikes on frames 1-8
* 1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
:The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
* A lot more - on block if canceled into from EX QCB (EX Teki)
:A lot more - on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration
:Zeku is in counterhit state during move duration
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Ban}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/HK%20Bushin%20Gram%20-%20Ban}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>7</nowiki>
|startup=<nowiki>9</nowiki>
|active=<nowiki>2</nowiki>
|active=<nowiki>14</nowiki>
|recovery=<nowiki>31+20</nowiki>
|recovery=<nowiki>30+20</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-11(2)</nowiki>
|block=<nowiki>-33</nowiki>
|knockdown=<nowiki>78 / 19 / 24</nowiki>
|damage=<nowiki>120</nowiki>
|damage=<nowiki>120</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt2</nowiki>
|kd=<nowiki>88(101)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>29(42)</nowiki>
|kdrb=<nowiki>34(47)</nowiki>
|description=
|description=
* Invincible to airborne strikes on frames 1-8
:Invincible to airborne strikes on frames 1-8
* 1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
:1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
* The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
:The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
* A lot more - on block if canceled into from EX QCB (EX Teki)
:A lot more - on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
:Zeku is in counterhit state during move duration
}}
}}
}}
}}
Line 1,474: Line 1,368:
|recovery=<nowiki>32+32</nowiki>
|recovery=<nowiki>32+32</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-33</nowiki>
|block=<nowiki>-33</nowiki>
|knockdown=<nowiki>80 / 21 / 26</nowiki>
|damage=<nowiki>100*20*30 (150)</nowiki>
|damage=<nowiki>100*20*30 (150)</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|cancel=<nowiki>vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>80</nowiki>
|kdr=<nowiki>21</nowiki>
|kdrb=<nowiki>26</nowiki>
|description=
|description=
* Fully invincible on frames 1-7
:Fully invincible on frames 1-7
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
* 3-hit vertical projectile hitbox further away
:3-hit vertical projectile hitbox further away
* 1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
* -26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
:-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
* -24 on block if canceled into from EX QCB (EX Teki)
:-24 on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
:Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Ban}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gram%20-%20Ban}}
}}
}}
{{AttackData-SFV
{{AttackData-SFV
|version=(Projectile)
|version=Projectile
|startup=<nowiki>5</nowiki>
|startup=<nowiki>7</nowiki>
|active=<nowiki>1</nowiki>
|active=<nowiki>14</nowiki>
|recovery=<nowiki>32+32</nowiki>
|recovery=<nowiki>30+31</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-27(-14)</nowiki>
|block=<nowiki>-33</nowiki>
|damage=<nowiki>20x2*80 (120)</nowiki>
|knockdown=<nowiki>80 / 21 / 26</nowiki>
|stun=<nowiki>100</nowiki>
|damage=<nowiki>100*20*30 (150)</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt2</nowiki>
|kd=<nowiki>86(99)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>27(40)</nowiki>
|kdrb=<nowiki>32(45)</nowiki>
|description=
|description=
* Fully invincible on frames 1-7
:Fully invincible on frames 1-7
* 1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
:1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
* 3-hit vertical projectile hitbox further away
:3-hit vertical projectile hitbox further away
* 1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
:1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
* -26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
:-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
* -24 on block if canceled into from EX QCB (EX Teki)
:-24 on block if canceled into from EX QCB (EX Teki)
* Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
:Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
:The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
:Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
}}
}}
}}
}}
Line 1,527: Line 1,422:
|active=<nowiki>15</nowiki>
|active=<nowiki>15</nowiki>
|recovery=<nowiki>3+9</nowiki>
|recovery=<nowiki>3+9</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Different strengths travel different lengths
:Different strengths travel different lengths
* Airborne on frames 11-60
:Airborne on frames 11-60
* Cancels into follow-ups on frames 29-43
:Cancels into follow-ups on frames 29-43
* Active frames refer to the cancel window into follow-ups
:Active frames refer to the cancel window into follow-ups
* 2 extra airborne recovery frames after cancel window runs out on LP Flip version (5+9)
:2 extra airborne recovery frames after cancel window runs out on LP Flip version (5+9)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Jakura}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Jakura}}
}}
}}
Line 1,556: Line 1,442:
|active=<nowiki>21</nowiki>
|active=<nowiki>21</nowiki>
|recovery=<nowiki>1+4</nowiki>
|recovery=<nowiki>1+4</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Projectile invincible for the entire duration of the flip itself (not on the follow-ups)
:Projectile invincible for the entire duration of the flip itself (not on the follow-ups)
* Can steer the EX version of the Bushin Flip to a limited amount
:Can steer the EX version of the Bushin Flip to a limited amount
* Airborne on frames 6-55
:Airborne on frames 6-55
* Cancels into follow-ups on frames 24-44
:Cancels into follow-ups on frames 24-44
* Active frames refer to the cancel window into follow-ups
:Active frames refer to the cancel window into follow-ups
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Jakura}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Jakura}}
}}
}}
Line 1,586: Line 1,463:
|recovery=<nowiki>15</nowiki>
|recovery=<nowiki>15</nowiki>
|hit=<nowiki>5(11)</nowiki>
|hit=<nowiki>5(11)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-1(5)</nowiki>
|block=<nowiki>-1(5)</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Not an overhead
:Not an overhead
* Can only hit cross-up
:Can only hit cross-up
* Somewhat halts air momentum
:Somewhat halts air momentum
* Frame advantage varies grealy depending on angle/timing
:Frame advantage varies grealy depending on angle/timing
* Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
:Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Gekirinchu}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Gekirinchu}}
}}
}}
Line 1,615: Line 1,488:
|recovery=<nowiki>15</nowiki>
|recovery=<nowiki>15</nowiki>
|hit=<nowiki>4(13)</nowiki>
|hit=<nowiki>4(13)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-5(4)</nowiki>
|block=<nowiki>-5(4)</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Not an overhead
:Not an overhead
* Covers about a 140° angle in front of Old Zeku
:Covers about a 140° angle in front of Old Zeku
* Frame advantage varies greatly depending on angle/timing
:Frame advantage varies greatly depending on angle/timing
* Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
:Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Kirinkyaku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Kirinkyaku}}
}}
}}
Line 1,643: Line 1,512:
|recovery=<nowiki>17</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>19 / 19 / 19</nowiki>
|damage=<nowiki>70*100 (170)</nowiki>
|damage=<nowiki>70*100 (170)</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>T</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>19</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>19</nowiki>
|kdrb=<nowiki>19</nowiki>
|description=
|description=
* Can only throw standing
:Can only throw standing
* Hard Knockdown
:Hard Knockdown
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Tengen}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Tengen}}
}}
}}
Line 1,669: Line 1,536:
|recovery=<nowiki>9</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>11(16)</nowiki>
|hit=<nowiki>11(16)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2(7)</nowiki>
|block=<nowiki>2(7)</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>80</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Not an overhead
:Not an overhead
* Can only hit cross-up
:Can only hit cross-up
* Somewhat halts air momentum
:Somewhat halts air momentum
* Frame advantage varies grealy depending on angle/timing
:Frame advantage varies grealy depending on angle/timing
* Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
:Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gekirinchu}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Gekirinchu}}
}}
}}
Line 1,698: Line 1,561:
|recovery=<nowiki>9</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>6(15)</nowiki>
|hit=<nowiki>6(15)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4(5)</nowiki>
|block=<nowiki>-4(5)</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>80</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Not an overhead
:Not an overhead
* Covers about a 140° angle in front of Old Zeku
:Covers about a 140° angle in front of Old Zeku
* Frame advantage varies greatly depending on angle/timing
:Frame advantage varies greatly depending on angle/timing
* Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
:Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Kirinkyaku}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Kirinkyaku}}
}}
}}
Line 1,726: Line 1,585:
|recovery=<nowiki>17</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>19 / 19 / 19</nowiki>
|damage=<nowiki>100*120 (220)</nowiki>
|damage=<nowiki>100*120 (220)</nowiki>
|stun=<nowiki>250</nowiki>
|stun=<nowiki>250</nowiki>
|attack=<nowiki>T</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>19</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>19</nowiki>
|kdrb=<nowiki>19</nowiki>
|description=
|description=
* Can only throw standing
:Can only throw standing
* Hard Knockdown
:Hard Knockdown
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Tengen}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/EX%20Bushin%20Tengen}}
}}
}}
Line 1,754: Line 1,611:
|recovery=<nowiki>47</nowiki>
|recovery=<nowiki>47</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-33</nowiki>
|block=<nowiki>-33</nowiki>
|knockdown=<nowiki>16 / 16 / 16</nowiki>
|damage=<nowiki>50*20x5*30x3*100 (340)</nowiki>
|damage=<nowiki>340</nowiki>
|stun=<nowiki>0</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>16</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>16</nowiki>
|kdrb=<nowiki>16</nowiki>
|description=
|description=
* Fully invincible frames 1-11
:Fully invincible frames 1-11
* 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(Old)/normal/Batsuzan%20Gaisei}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Batsuzan%20Gaisei}}
}}
}}
Line 1,779: Line 1,635:
|data=
|data=
{{AttackData-SFV
{{AttackData-SFV
|startup=<nowiki>-</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>61</nowiki>
|recovery=<nowiki>61</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Taunt}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Taunt}}
Line 1,811: Line 1,656:
|recovery=<nowiki>29</nowiki>
|recovery=<nowiki>29</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-7</nowiki>
|block=<nowiki>-7</nowiki>
|knockdown=<nowiki>73(72) / 14(13) / 19(18)</nowiki>
|damage=<nowiki>50*50 (100)</nowiki>
|damage=<nowiki>50*50 (100)</nowiki>
|stun=<nowiki>0*150 (150)</nowiki>
|stun=<nowiki>0*150 (150)</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>73(72)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>14(13)</nowiki>
|kdrb=<nowiki>19(18)</nowiki>
|description=
|description=
* On hit; transforms into Young Zeku and performs an additional strike
:On hit; transforms into Young Zeku and performs an additional strike
* Hold forward on hit to switch sides
:Hold forward on hit to switch sides
* Builds 100 V-Gauge on hit (1/3rd bar)
:Builds 100 V-Gauge on hit (1/3rd bar)
* Old Zeku V-Skill cannot cancel into Critical Art (unlike Young Zeku's V-Skill)
:Old Zeku V-Skill cannot cancel into Critical Art (unlike Young Zeku's V-Skill)
* KDA varies when used in juggles
:KDA varies when used in juggles
* -1 KDA if the side-switch version is used
:-1 KDA if the side-switch version is used
* +2 KDA if it Counter-Hits
:+2 KDA if it Counter-Hits
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Fukuro}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Fukuro}}
}}
}}
Line 1,841: Line 1,685:
{{AttackData-SFV
{{AttackData-SFV
|startup=<nowiki>29</nowiki>
|startup=<nowiki>29</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>35</nowiki>
|recovery=<nowiki>35</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>35</nowiki>
|block=<nowiki>35</nowiki>
|knockdown=<nowiki>142 / 83 / 88</nowiki>
|damage=<nowiki>20x4 (80)</nowiki>
|damage=<nowiki>20x4 (80)</nowiki>
|stun=<nowiki>20x4 (80)</nowiki>
|stun=<nowiki>20x4 (80)</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp</nowiki>
|cancel=<nowiki>sp</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>142</nowiki>
|kdr=<nowiki>83</nowiki>
|kdrb=<nowiki>88</nowiki>
|description=
|description=
* Eagle flies in and drops a firecracker
:Eagle flies in and drops a firecracker
* If Zeku is hit before the firecracker is dropped, the eagle goes away
:If Zeku is hit before the firecracker is dropped, the eagle goes away
* Can alter where eagle drops firecracker with back, neutral, and forward inputs
:Can alter where eagle drops firecracker with back, neutral, and forward inputs
* Eagle is generated on frame 29 and has a hitbox while it is falling
:Eagle is generated on frame 29 and has a hitbox while it is falling
* Zeku can stance switch on frames 30-64
:Zeku can stance switch on frames 30-64
* After eagle is generated, it takes 124/155/190 (B/N/F) frames for firecracker to explode
:After eagle is generated, it takes 124/155/190 (B/N/F) frames for firecracker to explode
* Firecracker explosion is a projectile
:Firecracker explosion is a projectile
* Opponent is put in a limited juggle state
:Opponent is put in a limited juggle state
* Gains 100 / 50 V-Gaunge on Hit / Block
:Gains 100 / 50 V-Gaunge on Hit / Block
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Kuchiyose%20-%20Shii}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Kuchiyose%20-%20Shii}}
}}
}}
Line 1,876: Line 1,719:
{{AttackData-SFV
{{AttackData-SFV
|startup=<nowiki>1</nowiki>
|startup=<nowiki>1</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>5</nowiki>
|recovery=<nowiki>5</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* 2 bar V-Trigger
:2 bar V-Trigger
* Duration of 1500 frames (25 seconds) and gives Zeku access to a 1-time use Idaten (V-Trigger Dash) and the V-Trigger attack
:Duration of 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(Old)/normal/Bushinryu%20Shingekiko}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushinryu%20Shingekiko}}
}}
}}
Line 1,905: Line 1,738:
|recovery=<nowiki>18</nowiki>
|recovery=<nowiki>18</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>89 / 30 / 35</nowiki>
|damage=<nowiki>160</nowiki>
|damage=<nowiki>160</nowiki>
|stun=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su</nowiki>
|cancel=<nowiki>su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kd=<nowiki>89</nowiki>
|kdr=<nowiki>30</nowiki>
|kdrb=<nowiki>35</nowiki>
|description=
|description=
* 2 bar V-Trigger
:2 bar V-Trigger
* Can only be canceled into during the custom combo series that Old Zeku initiates via his Idaten (V-Trigger dash)
:Can only be canceled into during the custom combo series that Old Zeku initiates via his Idaten (V-Trigger dash)
* Can corpse hop
:Can corpse hop
* Only -1 on block against most crouching hurtboxes (still -2 on block against the larger characters)
:Only -1 on block against most crouching hurtboxes (still -2 on block against the larger characters)
* 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)
* Has a projectile hitbox as well during the active frames
:Has a projectile hitbox as well during the active frames
* 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(Old)/normal/Bushin%20Bakujasho}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Bakujasho}}
}}
}}
Line 1,938: Line 1,771:
|recovery=<nowiki>22+17</nowiki>
|recovery=<nowiki>22+17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-28</nowiki>
|block=<nowiki>-28</nowiki>
|knockdown=<nowiki>92(93) / 33(34) / 38(39)</nowiki>
|damage=<nowiki>40*20x2*60 (140)</nowiki>
|damage=<nowiki>40*20x2*60 (140)</nowiki>
|stun=<nowiki>150</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>92(93)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>33(34)</nowiki>
|kdrb=<nowiki>38(39)</nowiki>
|description=
|description=
* 2 bar V-Trigger
: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
: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)
:Invincible on frames 1-13 against; Airborne strikes / Projectile / Throw (everything except for grounded strikes)
* Airborne on frames 7-35
:Airborne on frames 7-35
* Recovery frames shown is the version that plays out on whiff
: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
: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
: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
:+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
: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)
:Susceptible to counter-hits during its recovery frames (same behaviour as invincible reversals have)
* Can hit cross-up (behind Zeku) and autocorrects on followup
:Can hit cross-up (behind Zeku) and autocorrects on followup
* 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(Old)/normal/Karura%20Tenzan}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Karura%20Tenzan}}
}}
}}
Line 1,975: Line 1,807:
|recovery=<nowiki>22+17</nowiki>
|recovery=<nowiki>22+17</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-28</nowiki>
|block=<nowiki>-28</nowiki>
|knockdown=<nowiki>92(93) / 33(34) / 38(39)</nowiki>
|damage=<nowiki>40*20x2*60 (140)</nowiki>
|damage=<nowiki>40*20x2*60 (140)</nowiki>
|stun=<nowiki>100</nowiki>
|stun=<nowiki>100</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>92(93)</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>33(34)</nowiki>
|kdrb=<nowiki>38(39)</nowiki>
|description=
|description=
* 2 bar V-Trigger
:2 bar V-Trigger
* This is the secondary V-Trigger 2 activation which is slower startup and spends all the remaining V-Timer
: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)
:Invincible on frames 1-17 against; Airborne strikes / Projectile / Throw (everything except for grounded strikes)
* Airborne on frames 16-44
:Airborne on frames 16-44
* Recovery frames shown is the version that plays out on whiff
: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
: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
: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
:+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
: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)
:Susceptible to counter-hits during its recovery frames (same behaviour as invincible reversals have)
* Can hit cross-up (behind Zeku) and autocorrects on followup
:Can hit cross-up (behind Zeku) and autocorrects on followup
* 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(Old)/normal/Karura%20Tenzan%20(Secondary)}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Karura%20Tenzan%20(Secondary)}}
}}
}}
Line 2,013: Line 1,844:
|active=<nowiki>9</nowiki>
|active=<nowiki>9</nowiki>
|recovery=<nowiki>22</nowiki>
|recovery=<nowiki>22</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
|description=
* Shifts back 1.21 range
: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
: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
: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
: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
: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)
: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
: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(Old)/normal/V-Shift}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/V-Shift}}
}}
}}
Line 2,048: Line 1,870:
|recovery=<nowiki>?</nowiki>
|recovery=<nowiki>?</nowiki>
|hit=<nowiki>KD</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>74 / 15 / 20</nowiki>
|damage=<nowiki>60</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>0</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>74</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>15</nowiki>
|kdrb=<nowiki>20</nowiki>
|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(Old)/normal/Bushin%20Murakumo}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Bushin%20Murakumo}}
}}
}}
Line 2,075: Line 1,896:
|recovery=<nowiki>24</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>2</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>85 / 26 / 31</nowiki>
|damage=<nowiki>40</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>0</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|kd=<nowiki>85</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|kdr=<nowiki>26</nowiki>
|kdrb=<nowiki>31</nowiki>
|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(Old)/normal/Toushi}}
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Old)/normal/Toushi}}
}}
}}

Revision as of 17:13, 4 May 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 (Old)
SFV-Zeku (Old) Portrait.jpg
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 0.0435
Backward Walk Speed 0.0284
Forward Dash Speed 17
Backward Dash Speed 22
Forward Dash Distance 1.716
Backward Dash Distance 1.286
Backdash CH Frames 3-11
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance 2.13
Backward Jump Distance 1.872
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 (Old) 5LP.png
Normal
SFV Zeku (Old) 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
Only one of Old Zeku's lights to combo into LK Forward Gram
FATonline.png
VT1 Startup Active Recovery Hit
4(11) 2 11 2
Damage Stun Attack Block
30 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
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 (Old) 5MP.png
Normal
SFV Zeku (Old) 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2 14 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
The go-to frametrap and combo filler like st.MK
Can be used as an anti-air (but not ideal)
FATonline.png
VT1 Startup Active Recovery Hit
6(13) 2 19 0
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 (Old) 5HP.png
Normal
SFV Zeku (Old) 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
9 2 30 -2
Damage Stun Attack Block
80 150 H -5
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Decent footsies/buffer tool move that if canceled converts into gram combos even from more than half-screen length
FATonline.png
VT1 Startup Active Recovery Hit
9(16) 2 34 -8
Damage Stun Attack Block
60 100 H -11
  • 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 (Old) 5LK.png
Normal
SFV Zeku (Old) 5LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 4 6 4
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vt1 vt2
Great range for a st.LK and 4 active frames makes this a good hit confirm tool and can cover both wake-ups
FATonline.png
VT1 Startup Active Recovery Hit
5(12) 4 9 1
Damage Stun Attack Block
40 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 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 (Old) 5MK.png
Normal
SFV Zeku (Old) 5MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 3 12 7
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Good combo starter tool
Decent anti-air hitboxes (but not ideal)
FATonline.png
VT1 Startup Active Recovery Hit
6(13) 2 18 1
Damage Stun Attack Block
50 80 H -2
  • 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 (Old) 5HK.png
Normal
SFV Zeku (Old) 5HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
13 2 24 5
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, +21 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
13(20) 2 30 -4
Damage Stun Attack Block
60 100 H -11
  • 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
st.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
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 (Old) 2LP.png
Normal
SFV Zeku (Old) 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into cr.LP
FATonline.png
VT1 Startup Active Recovery Hit
4(11) 2 9 2
Damage Stun Attack Block
30 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/MK
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 (Old) 2MP.png
Normal
SFV Zeku (Old) 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 2 14 5
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • V-Trigger: 13
  • Cancel options: vt1 vt2
Solid poke tool
Old Zeku's best button along with cr.MK to buffer into V-Trigger Dash and confirm in neutral/footsies
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VT1 Startup Active Recovery Hit
8(15) 2 21 0
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 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 HP
Crouch HP
2HP
SFV Zeku (Old) 2HP.png
Normal
SFV Zeku (Old) 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 4 16 7
Damage Stun Attack Block
80 150 H 2
  • Crush Counter: Flipping Juggle, J Adv, +120 V-Gauge.
  • Knockdown: 103 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Forces stand on hit
Good oki tool (covers both wake-ups with a lot of + frames)
Pretty good anti-air and has great conversions on Crush Counter
Even if being +7 on hit Old Zeku still can't get many links going due to the pushback of cr.HP
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VT1 Startup Active Recovery Hit
10(17) 4 22 1
Damage Stun Attack Block
60 100 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 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 (Old) 2LK.png
Normal
SFV Zeku (Old) 2LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
20 70 L 2
  • Cancel options: vt1 vt2
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VT1 Startup Active Recovery Hit
5(12) 2 10 2
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 (Old) 2MK.png
Normal
SFV Zeku (Old) 2MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 17 2
Damage Stun Attack Block
60 100 L -2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp vt1 vt2
Decent range for a low kick
Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames
Old Zeku's best button along with cr.MP to buffer into V-Trigger Dash and confirm in neutral/footsies
Has a pretty lenient cancel window for hit confirming (16 frames to react with a cancel)
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VT1 Startup Active Recovery Hit
8(15) 3 22 -7
Damage Stun Attack Block
50 80 L -11
  • 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 (Old) 2HK.png
Normal
SFV Zeku (Old) 2HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 2 25 KD
Damage Stun Attack Block
90 150 L -8
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 74 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Pretty short range (around same as Ryu's sweep) and moves Old Zeku forward when used
Safer on block framedata wise than any other sweep in the game
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VT1 Startup Active Recovery Hit
12(19) 2 31 KD
Damage Stun Attack Block
60 100 L -14
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
  • 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
cr.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
Jump LP
Jump LP
8LP
SFV Zeku (Old) 8LP.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
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Jump MP
Jump MP
8MP
SFV Zeku (Old) 8MP.png
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
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Jump HP
Jump HP
8HP
SFV Zeku (Old) 8HP.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
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Jump LK
Jump LK
8LK
SFV Zeku (Old) 8LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Can cross up
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Jump MK
Jump MK
8MK
SFV Zeku (Old) 8MK.png
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
Can cross up
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Jump HK
Jump HK
8HK
SFV Zeku (Old) 8HK.png
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
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Command Normals

Nouten Wari
Nouten Wari
6HP
SFV Zeku (Old) 6HP.png
Startup Active Recovery Hit
22 1*3 20 1
Damage Stun Attack Block
40*40 (80) 50*50 (100) M*M -7
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Throws

Tsurigane Otoshi
Tsurigane Otoshi
Throw
LPLK
SFV Zeku (Old) LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
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Mikoshi
Mikoshi
Back Throw
4LPLK
SFV Zeku (Old) 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
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Special Moves

Shukumyo
Shukumyo
22PP
SFV Zeku (Old) 22PP.png
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
Cancelable into from all special cancelable normals as well as all the Gram specials on HIT only (and on block with EX Koku / EX Teki)
Transform itself takes 25 frames total
If Zeku gets hit halfway through the transformation it can stop the transformation from completing
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LK Bushin Gram - Koku
LK Bushin Gram - Koku
236LK
SFV Zeku (Old) 236LK.png
Normal Startup Active Recovery Hit
14 1 30 KD
Damage Stun Attack Block
90 150 H -6(-4)
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 44F total duration
+3 extra KDA if juggled into after QCB+LK up close
Only -4 on block if canceled into from other QCB Grams (Koku)
FATonline.png
Projectile Startup Active Recovery Hit
15 8 30 4(11)
Damage Stun Attack Block
60 100 H -3(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 45F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
MK Bushin Gram - Koku
MK Bushin Gram - Koku
236MK
SFV Zeku (Old) 236MK.png
Normal Startup Active Recovery Hit
20 1 26 KD
Damage Stun Attack Block
100 150 H -4
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
No difference in KDA if juggled into after QCB+MK up close
FATonline.png
Projectile Startup Active Recovery Hit
21 9 27 2(10)
Damage Stun Attack Block
70 100 H -4(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 50F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
HK Bushin Gram - Koku
HK Bushin Gram - Koku
236HK
SFV Zeku (Old) 236HK.png
Normal Startup Active Recovery Hit
25 1 27 KD
Damage Stun Attack Block
120 200 H -2
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 52F total duration
+1 extra KDA if juggled into after QCB+HK up close
FATonline.png
Projectile Startup Active Recovery Hit
26 10 24 2(11)
Damage Stun Attack Block
90 100 H -5(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 55F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
EX Bushin Gram - Koku
EX Bushin Gram - Koku
236KK
SFV Zeku (Old) 236KK.png
Normal Startup Active Recovery Hit
17 1 32 KD
Damage Stun Attack Block
100*20x2 (140) 150 H 1
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: vt2
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (20) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
FATonline.png
Projectile Startup Active Recovery Hit
18 20 39 KD
Damage Stun Attack Block
30x2*50 (110) 100 H -1
  • Knockdown: 93(112) KD Adv, 34(53) Quick Rise Adv, 39(58) Back Rise Adv.
  • Cancel options: vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1 active frame of a strike hitbox followed by (20) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
This projectile version (if the initial strike hitbox whiffs) is 57F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
LK Bushin Gram - Teki
LK Bushin Gram - Teki
214LK
SFV Zeku (Old) 214LK.png
Normal Startup Active Recovery Hit
15 2 32 KD
Damage Stun Attack Block
70 150 H -14
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 48F total duration
Can be cancelled into Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
FATonline.png
Projectile Startup Active Recovery Hit
17 12 34 KD
Damage Stun Attack Block
70 100 H -2(9)
  • Knockdown: 100(111) KD Adv, 41(52) Quick Rise Adv, 46(57) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
MK Bushin Gram - Teki
MK Bushin Gram - Teki
214MK
SFV Zeku (Old) 214MK.png
Normal Startup Active Recovery Hit
23 2 32 KD
Damage Stun Attack Block
80 150 H -14
  • Knockdown: 111 KD Adv, 52 Quick Rise Adv, 57 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 56F total duration
Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
FATonline.png
Projectile Startup Active Recovery Hit
25 12 36 KD
Damage Stun Attack Block
70 100 H -4(7)
  • Knockdown: 102(113) KD Adv, 43(54) Quick Rise Adv, 48(59) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
HK Bushin Gram - Teki
HK Bushin Gram - Teki
214HK
SFV Zeku (Old) 214HK.png
Normal Startup Active Recovery Hit
30 2 32 KD
Damage Stun Attack Block
120 200 H -14
  • Knockdown: 117 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 63F total duration
Can be cancelled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
FATonline.png
Projectile Startup Active Recovery Hit
32 12 34 KD
Damage Stun Attack Block
100 100 H -2(9)
  • Knockdown: 110(121) KD Adv, 51(62) Quick Rise Adv, 56(67) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
EX Bushin Gram - Teki
EX Bushin Gram - Teki
214KK
SFV Zeku (Old) 214KK.png
Normal Startup Active Recovery Hit
18 2 35 KD
Damage Stun Attack Block
60*30x2 (110) 150 H -2
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Cancel options: vt2
First strike hitbox whiffs on crouching but the following projectile hitboxes don't
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit upwards slanting projectile hitbox further away
2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
EX Teki is cancelable into Transform on block - The cancel window timing is very finnicky; but it's worth canceling into from this initial strike hitbox version on opponents blocking it standing (can turn the -2 oB into a +7 oB scenario)
This strike version (if the initial strike hitbox connects on hit/block) is 54F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
FATonline.png
Projectile Startup Active Recovery Hit
21 18 33 KD
Damage Stun Attack Block
20x2*50 (90) 100 H 5(22)
  • Knockdown: 116(133) KD Adv, 57(74) Quick Rise Adv, 62(79) Back Rise Adv.
  • Cancel options: vt2
First strike hitbox whiffs on crouching but the following projectile hitboxes don't
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit upwards slanting projectile hitbox further away
2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
EX Teki is cancelable into Transform on block - The cancel window timing is very finicky; and it's only worth canceling into it from this secondary projectile hitbox version if you want to change to Young Zeku (canceling this secondary projectile version doesn't grant as much potential bonus frame advantage as canceling the initial strike version)
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
LK Bushin Gram - Ban
LK Bushin Gram - Ban
623LK
Normal Startup Active Recovery Hit
5 2 18+22 KD
Damage Stun Attack Block
100 200 H -23
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: su vt2
Throw invincible on frames 1-5
1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block)
Zeku is in counterhit state during move duration
FATonline.png
Projectile Startup Active Recovery Hit
7 10 17+22 KD
Damage Stun Attack Block
100 150 H -7(2)
  • Knockdown: 99(108) KD Adv, 40(49) Quick Rise Adv, 45(54) Back Rise Adv.
Throw invincible on frames 1-5
1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block) - but the later active frames function as an uncrouchable setup vs most of the cast and can thus be avoided with wake-up crouch buttons or crouch-sized hurtbox startup moves (like a DP)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
MK Bushin Gram - Ban
MK Bushin Gram - Ban
623MK
Normal Startup Active Recovery Hit
7 2 21+22 KD
Damage Stun Attack Block
110 200 H -29
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
  • Cancel options: su vt2
Projectile invincible on frames 3-12
1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
A lot more - on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration
FATonline.png
Projectile Startup Active Recovery Hit
9 13 20+22 KD
Damage Stun Attack Block
110 150 H -10(2)
  • Knockdown: 96(108) KD Adv, 37(49) Quick Rise Adv, 42(54) Back Rise Adv.
Projectile invincible on frames 3-12
1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
A lot more - on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
HK Bushin Gram - Ban
HK Bushin Gram - Ban
623HK
Normal Startup Active Recovery Hit
7 2 31+20 KD
Damage Stun Attack Block
120 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su vt2
Invincible to airborne strikes on frames 1-8
1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
A lot more - on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration
FATonline.png
Projectile Startup Active Recovery Hit
9 14 30+20 KD
Damage Stun Attack Block
120 150 H -11(2)
  • Knockdown: 88(101) KD Adv, 29(42) Quick Rise Adv, 34(47) Back Rise Adv.
Invincible to airborne strikes on frames 1-8
1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
A lot more - on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
EX Bushin Gram - Ban
EX Bushin Gram - Ban
623KK
SFV Zeku (Old) 623KK.png
Normal Startup Active Recovery Hit
5 1 32+32 KD
Damage Stun Attack Block
100*20*30 (150) 200 H -33
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vt2
Fully invincible on frames 1-7
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit vertical projectile hitbox further away
1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
-24 on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
FATonline.png
Projectile Startup Active Recovery Hit
7 14 30+31 KD
Damage Stun Attack Block
20x2*80 (120) 100 H -27(-14)
  • Knockdown: 86(99) KD Adv, 27(40) Quick Rise Adv, 32(45) Back Rise Adv.
Fully invincible on frames 1-7
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit vertical projectile hitbox further away
1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
-24 on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Bushin Jakura
Bushin Jakura
236P
SFV Zeku (Old) 236P.png
Startup Active Recovery Hit
29 15 3+9 -
Damage Stun Attack Block
- - - -
Different strengths travel different lengths
Airborne on frames 11-60
Cancels into follow-ups on frames 29-43
Active frames refer to the cancel window into follow-ups
2 extra airborne recovery frames after cancel window runs out on LP Flip version (5+9)
FATonline.png
EX Bushin Jakura
EX Bushin Jakura
236PP
SFV Zeku (Old) 236PP.png
Startup Active Recovery Hit
24 21 1+4 -
Damage Stun Attack Block
- - - -
Projectile invincible for the entire duration of the flip itself (not on the follow-ups)
Can steer the EX version of the Bushin Flip to a limited amount
Airborne on frames 6-55
Cancels into follow-ups on frames 24-44
Active frames refer to the cancel window into follow-ups
FATonline.png
Bushin Gekirinchu
Bushin Gekirinchu
236P > P
SFV Zeku (Old) 236P P.png
Startup Active Recovery Hit
29+9 17 15 5(11)
Damage Stun Attack Block
60 100 H -1(5)
Not an overhead
Can only hit cross-up
Somewhat halts air momentum
Frame advantage varies grealy depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
FATonline.png
Bushin Kirinkyaku
Bushin Kirinkyaku
236P > K
SFV Zeku (Old) 236P K.png
Startup Active Recovery Hit
29+6 5 15 4(13)
Damage Stun Attack Block
60 100 H -5(4)
Not an overhead
Covers about a 140° angle in front of Old Zeku
Frame advantage varies greatly depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
FATonline.png
Bushin Tengen
Bushin Tengen
236P > LPLK
SFV Zeku (Old) 236P LPLK.png
Startup Active Recovery Hit
29+5 2 17 KD
Damage Stun Attack Block
70*100 (170) 200 T -
  • Knockdown: 19 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Can only throw standing
Hard Knockdown
FATonline.png
EX Bushin Gekirinchu
EX Bushin Gekirinchu
236PP > P
SFV Zeku (Old) 236PP P.png
Startup Active Recovery Hit
24+9 17 9 11(16)
Damage Stun Attack Block
80 150 H 2(7)
Not an overhead
Can only hit cross-up
Somewhat halts air momentum
Frame advantage varies grealy depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
FATonline.png
EX Bushin Kirinkyaku
EX Bushin Kirinkyaku
236PP > K
SFV Zeku (Old) 236PP K.png
Startup Active Recovery Hit
24+6 5 9 6(15)
Damage Stun Attack Block
80 150 H -4(5)
Not an overhead
Covers about a 140° angle in front of Old Zeku
Frame advantage varies greatly depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
FATonline.png
EX Bushin Tengen
EX Bushin Tengen
236PP > LPLK
SFV Zeku (Old) 236PP LPLK.png
Startup Active Recovery Hit
23+5 2 17 KD
Damage Stun Attack Block
100*120 (220) 250 T -
  • Knockdown: 19 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Can only throw standing
Hard Knockdown
FATonline.png

Critical Art

Batsuzan Gaisei
Batsuzan Gaisei
236236K
Startup Active Recovery Hit
4 8 47 KD
Damage Stun Attack Block
50*20x5*30x3*100 (340) 0 H -33
  • Knockdown: 16 KD Adv, 16 Quick Rise Adv, 16 Back Rise Adv.
Fully invincible frames 1-11
Hard Knockdown
Pretty decent size and active hitboxes
FATonline.png

Taunts

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

V-System

V-Skill 1

Fukuro
Fukuro
MPMK (VS1)
SFV Zeku (Old) MPMK (VS1).png
Startup Active Recovery Hit
14 4 29 KD
Damage Stun Attack Block
50*50 (100) 0*150 (150) H -7
  • Knockdown: 73(72) KD Adv, 14(13) Quick Rise Adv, 19(18) Back Rise Adv.
On hit; transforms into Young Zeku and performs an additional strike
Hold forward on hit to switch sides
Builds 100 V-Gauge on hit (1/3rd bar)
Old Zeku V-Skill cannot cancel into Critical Art (unlike Young Zeku's V-Skill)
KDA varies when used in juggles
-1 KDA if the side-switch version is used
+2 KDA if it Counter-Hits
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V-Skill 2

Kuchiyose - Shii
Kuchiyose - Shii
4 or 5 or 6MPMK
Startup Active Recovery Hit
29 - 35 KD
Damage Stun Attack Block
20x4 (80) 20x4 (80) H 35
  • Knockdown: 142 KD Adv, 83 Quick Rise Adv, 88 Back Rise Adv.
  • Cancel options: sp
Eagle flies in and drops a firecracker
If Zeku is hit before the firecracker is dropped, the eagle goes away
Can alter where eagle drops firecracker with back, neutral, and forward inputs
Eagle is generated on frame 29 and has a hitbox while it is falling
Zeku can stance switch on frames 30-64
After eagle is generated, it takes 124/155/190 (B/N/F) frames for firecracker to explode
Firecracker explosion is a projectile
Opponent is put in a limited juggle state
Gains 100 / 50 V-Gaunge on Hit / Block
FATonline.png

V-Trigger 1

Bushinryu Shingekiko
Bushinryu Shingekiko
HPHK (VT1)
SFV Zeku (Old) HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 1500 frames (25 seconds) and gives Zeku access to a 1-time use Idaten (V-Trigger Dash) and the V-Trigger attack
FATonline.png
Bushin Bakujasho
Bushin Bakujasho
HPHK - Attack (VT1)
SFV Zeku (Old) HPHK - Attack (VT1).png
Startup Active Recovery Hit
14(21) 6 18 KD
Damage Stun Attack Block
160 200 H -2
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
2 bar V-Trigger
Can only be canceled into during the custom combo series that Old Zeku initiates via his Idaten (V-Trigger dash)
Can corpse hop
Only -1 on block against most crouching hurtboxes (still -2 on block against the larger characters)
Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable)
Has a projectile hitbox as well during the active frames
Minimum startup if canceled from V-Trigger Dash is 21 (7+14)
FATonline.png

V-Trigger 2

Karura Tenzan
Karura Tenzan
HPHK (VT2)
SFV Zeku (Old) HPHK (VT2).png
Startup Active Recovery Hit
1+5 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 150 H -28
  • Knockdown: 92(93) KD Adv, 33(34) Quick Rise Adv, 38(39) Back Rise Adv.
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
Susceptible 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)
FATonline.png
Karura Tenzan (Secondary)
Karura Tenzan (Secondary)
HPHK (VT2) (secondary)
SFV Zeku (Old) HPHK (VT2) (secondary).png
Startup Active Recovery Hit
10 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 100 H -28
  • Knockdown: 92(93) KD Adv, 33(34) Quick Rise Adv, 38(39) Back Rise Adv.
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
Susceptible 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)
FATonline.png

V-Shift

V-Shift
V-Shift
5MKHP
SFV Zeku (Old) 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
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
FATonline.png

V-Shift Break

Bushin Murakumo
Bushin Murakumo
5MKHP
SFV Zeku (Old) 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

Toushi
Toushi
6PPP
SFV Zeku (Old) 6PPP.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
Strike and Projectile invincible on frames 1-25
FATonline.png


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