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|attack=<nowiki>L</nowiki> | |attack=<nowiki>L</nowiki> | ||
|cancel=<nowiki>vt1 vt2</nowiki> | |cancel=<nowiki>vt1 vt2</nowiki> | ||
|hcWinVt=<nowiki> | |hcWinVt=<nowiki>18</nowiki> | ||
|description= | |description= | ||
:Deceptively far range compared to what it looks like | :Deceptively far range compared to what it looks like | ||
:Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames | :Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames | ||
:Young Zeku's best button to buffer | :Young Zeku's best button to buffer and hit confirm into VT1/VT2 specials in neutral/footsies | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Crouch%20MK}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Decent air-to-air (faster than jump MP but without the juggle state) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LP}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Puts airborne opponents into a free juggle state | :Puts airborne opponents into a limited juggle state (free juggle state if this initiates a juggle) | ||
:Cancelable into Bushin Sangoku Otoshi (Air Grab special) | |||
:Decent air-to-air | |||
:Juggle Limit / Increase / Start: 0 / 1 / 1 (0 juggle start on airborne) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MP}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Zeku's idel jump-in in terms of hitbox priority | |||
:Has slightly pulled up hurtboxes for the entire duration | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HP}} | ||
}} | }} | ||
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|description= | |description= | ||
:Strong air-to-air hitbox | :Strong air-to-air hitbox | ||
:Has slightly pulled up hurtboxes for the entire duration | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20LK}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Can cross up | :Can cross-up | ||
:Has slightly pulled up hurtboxes for the entire duration | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20MK}} | ||
}} | }} | ||
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|attack=<nowiki>M</nowiki> | |attack=<nowiki>M</nowiki> | ||
|description= | |description= | ||
:Decent air-to-air | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Jump%20HK}} | ||
}} | }} | ||
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|attack=<nowiki>M*M</nowiki> | |attack=<nowiki>M*M</nowiki> | ||
|description= | |description= | ||
:2-hit Overhead | |||
:Pretty good priority hitbox for an Overhead | |||
:2 less active frames on the 2nd hit than Old Zeku's f+HP overhead | :2 less active frames on the 2nd hit than Old Zeku's f+HP overhead | ||
:Lack of proper active frames and pushback means there's no combo potential even if hit meaty 2nd hit and counter-hit | :Lack of proper active frames and pushback means there's no combo potential even if hit meaty 2nd hit and counter-hit | ||
:Juggle Limit: 0 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kubi%20Kudaki}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kubi%20Kudaki}} | ||
}} | }} | ||
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== Target Combos == | == Target Combos == | ||
=====<font style="visibility:hidden; float:right">8MP > 8HP</font>===== | |||
{{MoveData | |||
|image=SFV_Zeku (Young)_8MP 8HP.png | |||
|name=Kaeshi Hayabusa | |||
|input=8MP > 8HP | |||
|data= | |||
{{AttackData-SFV | |||
|startup=<nowiki>8+8</nowiki> | |||
|active=<nowiki>4</nowiki> | |||
|hit=<nowiki>KD</nowiki> | |||
|damage=<nowiki>60*54 (114)</nowiki> | |||
|stun=<nowiki>100*90 (190)</nowiki> | |||
|attack=<nowiki>M</nowiki> | |||
|hcWinVt=<nowiki>72</nowiki> | |||
|hcWinNotes=<nowiki>13</nowiki> | |||
|description= | |||
:Causes a spiked knockdown on hit | |||
:KDA varies depending on height on opponent when TC is used (the higher up when knocked down; the better amount of KDA Karin has) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Kaeshi%20Hayabusa}} | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">5HP > 5HP</font>===== | =====<font style="visibility:hidden; float:right">5HP > 5HP</font>===== | ||
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|hcWinTc=<nowiki>17</nowiki> | |hcWinTc=<nowiki>17</nowiki> | ||
|description= | |description= | ||
:Not special cancelable on block | :Not special cancelable on block (but is V-Trigger cancelable on block) | ||
:2nd hit usually connects even from max range st.MP | :2nd hit usually connects even from max range st.MP | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Soukosou}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Soukosou}} | ||
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|stun=<nowiki>70*72*40*40*70 (292)</nowiki> | |stun=<nowiki>70*72*40*40*70 (292)</nowiki> | ||
|attack=<nowiki>H*H*H*H</nowiki> | |attack=<nowiki>H*H*H*H</nowiki> | ||
|cancel=<nowiki>su vt1 vt2</nowiki> | |||
|kd=<nowiki>82</nowiki> | |kd=<nowiki>82</nowiki> | ||
|kdr=<nowiki>23</nowiki> | |kdr=<nowiki>23</nowiki> | ||
Line 1,014: | Line 1,049: | ||
|hcWinTc=<nowiki>24</nowiki> | |hcWinTc=<nowiki>24</nowiki> | ||
|description= | |description= | ||
:Last hit (HK) | :Cancelable into V-Triggers or Super | ||
:Last hit (HK) puts the opponent into a limited juggle state on hit | |||
:Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanken%20-%20Shu}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Bushin%20Gokusanken%20-%20Shu}} | ||
}} | }} | ||
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|kdrb=<nowiki>12</nowiki> | |kdrb=<nowiki>12</nowiki> | ||
|description= | |description= | ||
: | :Pancake Flipper | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tesso}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tesso}} | ||
}} | }} | ||
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|description= | |description= | ||
:Cancelable into from all special cancelable normals as well as all of Young Zeku's specials on HIT only | :Cancelable into from all special cancelable normals as well as all of Young Zeku's specials on HIT only | ||
:See the ' | :See the 'tfOH' / 'tfOB' data for all the relevant data when canceling into this | ||
:Transform | :The total Transform animation takes 25F but the transform happens on frame 10 | ||
:If Zeku | :If Zeku is hit before frame 10 then it stops the transformation from going through | ||
:Transform can be canceled early into any special move on frames 15-20 (essentially allows Zeku to act up to 10F earlier than normal but only through special moves) | |||
:If you're canceling the transform into specials for some combo or oki setup, just add +10 to the Hit / Block / Knockdown advantages (see 'tfOH' / 'tfOB' data) to determine what works or how much time you have to apply the oki (only +5 KDA when transforming after a Bushin Gram - Ban (Old Zeku's DP)) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Shukumyo}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Shukumyo}} | ||
}} | }} | ||
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:Projectile invincible hurtbox on extended limbs on frames 12-36 | :Projectile invincible hurtbox on extended limbs on frames 12-36 | ||
:Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | :Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
:Puts opponent into a limited juggle state on hit | |||
:Juggle Limit / Increase / Start: 2 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Bushin%20Sho}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Bushin%20Sho}} | ||
}} | }} | ||
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:Projectile invincible on extended limbs on frames 18-38 | :Projectile invincible on extended limbs on frames 18-38 | ||
:Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | :Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
:Puts opponent into a limited juggle state on hit | |||
:Juggle Limit / Increase / Start: 3*3 / 0*1 / 1*1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Bushin%20Sho}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Bushin%20Sho}} | ||
}} | }} | ||
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:Projectile invincible on extended limbs on frames 24-43 | :Projectile invincible on extended limbs on frames 24-43 | ||
:Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | :Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
:Puts opponent into a limited juggle state on hit | |||
:Juggle Limit / Increase / Start: 4*4*4 / 0*0*1 / 1*1*1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Bushin%20Sho}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Bushin%20Sho}} | ||
}} | }} | ||
Line 1,250: | Line 1,295: | ||
:Projectile invincible on extended limbs on frames 23-47 | :Projectile invincible on extended limbs on frames 23-47 | ||
:Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | :Hurtbox pulls back during startup (can avoid retaliations from enemy during startup) | ||
:Puts airborne opponents into a limited juggle state (free juggle state if this attack initiates the juggle state) | |||
:Juggle Limit / Increase / Start: 2 / 1 / 0 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sho}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sho}} | ||
}} | }} | ||
Line 1,276: | Line 1,323: | ||
:Upper body is invincible to airborne strikes on frames 1-17 (solid anti-air) | :Upper body is invincible to airborne strikes on frames 1-17 (solid anti-air) | ||
:10 extra recovery frames on whiff (22) | :10 extra recovery frames on whiff (22) | ||
:Puts opponent into a juggle state | :Puts opponent into a limited juggle state | ||
:Juggle Limit / Increase / Start: 0 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Hozanto}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/LP%20Hozanto}} | ||
}} | }} | ||
Line 1,303: | Line 1,351: | ||
:Projectile invincible above legs on frames 8-27 | :Projectile invincible above legs on frames 8-27 | ||
:Low profiles on frames 8-21 (slightly smaller hurtbox than crouch size hurtbox) | :Low profiles on frames 8-21 (slightly smaller hurtbox than crouch size hurtbox) | ||
:Puts opponent into a juggle state | :Puts opponent into a limited juggle state | ||
:Juggle Limit / Increase / Start: 0 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Hozanto}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/MP%20Hozanto}} | ||
}} | }} | ||
Line 1,330: | Line 1,379: | ||
:Projectile invincible above legs on frames 7-30 | :Projectile invincible above legs on frames 7-30 | ||
:Low profiles on frames 7-25 (slightly smaller hurtbox than crouch size hurtbox) | :Low profiles on frames 7-25 (slightly smaller hurtbox than crouch size hurtbox) | ||
:Puts opponent into a juggle state | :Puts opponent into a limited juggle state | ||
:Juggle Limit / Increase / Start: 0 / 1 / 1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Hozanto}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/HP%20Hozanto}} | ||
}} | }} | ||
Line 1,359: | Line 1,409: | ||
:Cancels into a secondary part on hit that launches the opponent high into the air | :Cancels into a secondary part on hit that launches the opponent high into the air | ||
:Jump cancelable after the second part on hit (canned forward jump; can't pre-jump cancel into other specials or anything like that) | :Jump cancelable after the second part on hit (canned forward jump; can't pre-jump cancel into other specials or anything like that) | ||
:Juggle Limit: 0 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Hozanto}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Hozanto}} | ||
}} | }} | ||
Line 1,454: | Line 1,505: | ||
|description= | |description= | ||
:Hard Knockdown | :Hard Knockdown | ||
:EX version counts as a strike (can grab hurtboxes like Zangief's | :EX version counts as a strike (can grab hurtboxes like Zangief's Air SPD) | ||
:Juggle Limit: 3 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sangoku%20Otoshi}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/EX%20Bushin%20Sangoku%20Otoshi}} | ||
}} | }} | ||
Line 1,528: | Line 1,580: | ||
:Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 17-28 overall) | :Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 17-28 overall) | ||
:Fastest possible Run > Slide is 17 frames total (8+9) | :Fastest possible Run > Slide is 17 frames total (8+9) | ||
:Can juggle into this after non-EX Hozantos or j. | :Can juggle into this after well spaced non-EX Hozantos or j.MP | ||
:Juggle Limit: 3 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari}} | ||
}} | }} | ||
Line 1,556: | Line 1,609: | ||
:Total of 4 active frames so can cover both wake-ups | :Total of 4 active frames so can cover both wake-ups | ||
:Second hit knocks down | :Second hit knocks down | ||
:Juggle Limit: 5*6 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou}} | ||
}} | }} | ||
Line 1,599: | Line 1,653: | ||
:Fully invincible on first 3 frames of EX Slide follow-up (frames 8-10 overall) and then Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 16-27 overall) | :Fully invincible on first 3 frames of EX Slide follow-up (frames 8-10 overall) and then Projectile invincible on upper body (slides under fireballs) and extended leg on frames 9-20 of the slide follow-up (frames 16-27 overall) | ||
:Fastest possible Run > Slide is 16 frames total (7+9) | :Fastest possible Run > Slide is 16 frames total (7+9) | ||
:Can juggle into this after non-EX Hozantos or j.MPs | :Can juggle into this after well spaced non-EX Hozantos or j.MPs | ||
:Juggle Limit: 5 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari%20EX}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Ashikari%20EX}} | ||
}} | }} | ||
Line 1,629: | Line 1,684: | ||
:Total of 4 active frames so can cover both wake-ups | :Total of 4 active frames so can cover both wake-ups | ||
:Second hit knocks down | :Second hit knocks down | ||
:Juggle Limit: 5*6 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou%20EX}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Gekkou%20EX}} | ||
}} | }} | ||
Line 1,700: | Line 1,756: | ||
|kdrb=<nowiki>25</nowiki> | |kdrb=<nowiki>25</nowiki> | ||
|description= | |description= | ||
:On hit; transforms into Old Zeku and performs an additional strike | :On hit; transforms into Old Zeku and performs an additional strike (Zeku will not transform if this attack trades with the opponent, which might enable some follow-up combo on trade) | ||
: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) | ||
:Young Zeku's V-Skill can cancel into V-Trigger 2 and Critical Art (unlike Old Zeku's V-Skill) | :Young Zeku's V-Skill can cancel into V-Trigger 2 and Critical Art (unlike Old Zeku's V-Skill) | ||
:Juggle Limit / Increase / Start: 3*5 / 1*1 / 1*1 | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tenpo%20Kari}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/normal/Tenpo%20Kari}} | ||
}} | }} | ||
Line 1,778: | Line 1,835: | ||
:If not canceled into anything on frames 7-16 then 9 frames of recovery follow after (total frames of the V-Trigger Dash being 25 frames) | :If not canceled into anything on frames 7-16 then 9 frames of recovery follow after (total frames of the V-Trigger Dash being 25 frames) | ||
:V-Trigger dash cancel data refers to Young Zeku's advantage after letting the full dash frames (25) play out (normally you'd cancel the dash into other normals, but I wanted to include the data anyway) | :V-Trigger dash cancel data refers to Young Zeku's advantage after letting the full dash frames (25) play out (normally you'd cancel the dash into other normals, but I wanted to include the data anyway) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/ | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/vtOne/Idaten}} | ||
}} | }} | ||
}} | }} | ||
Line 1,808: | Line 1,865: | ||
:Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable) | :Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable) | ||
:Minimum startup if canceled from V-Trigger Dash is 21 (7+14) | :Minimum startup if canceled from V-Trigger Dash is 21 (7+14) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/ | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Zeku%20(Young)/vtOne/Bushin%20Seiryukyaku}} | ||
}} | }} | ||
}} | }} |
Revision as of 00:57, 4 June 2022
Introduction
About Zeku
Zeku is two characters in one, with an old form and a young form. The old form excels at long ranged spacing and poking, while the young form is better at pressure and combos. These give you a character who's good at pretty much everything but not all at once. Being strong with Zeku means you have to know when the right moment is to switch to the form best suited for whatever situation they're needed for. Good use of the form swap can throw an opponent off their game, as they'll have to constantly change what they have to watch out for in neutral. This goes for the Zeku player as well, as they'll have to constantly know what to do in neutral based on their form, not to mention memorizing his vast amount of combos and setups for both forms and between the two. If you like a character more complex than most with critical strengths and weaknesses that you'll swap constantly, Zeku could be just for you.
Unique Mechanics
By using his V-Skill 1, VT2, or pressing 22PP, Zeku will change from Old Zeku to Young Zeku. These are two completely different characters with different normals, command normals, and specials. Old Zeku is slower focusing more on spacing and ranged game, Young Zeku is much more offensively focuses. You will always start a round as Old Zeku. Change form can be done off select normals. As old Zeku all grounded normals excluding his command overhead, standing MK / HK, crouching LK, MP and HK. As young Zeku all grounded normals excluding standing MK, HK, command overhead and all crouching kicks.
Final Patch
Players to Watch
- Infexious
- RB
- Unsung
- Wolfkrone
Zeku (Young) | |
---|---|
Vitals | |
Life Points | 1000 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.054 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 17 |
Backward Dash Speed | 22 |
Forward Dash Distance | 1.692 |
Backward Dash Distance | 1.004 |
Backdash CH Frames | 3-11 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.164 |
Backward Jump Distance | 1.86 |
Throws | |
Throw Hurtbox | 0.3 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
Target Combos
8MP > 8HP
5HP > 5HP
2HP > 2HP
5HP > 5HP > MPMK (VS1)
2HP > 2HP > MPMK (VS1)
5HP > 5HP > MPMK (VS2)
2HP > 2HP > MPMK (VS2)
5MP > 5HP
5LP > 5MP
5LP > 5MP > 5HP
5LP > 5MP > 5HP > 5HK
5LP > 5MP > 5HP > 2HK
Throws
LPLK
4LPLK
Special Moves
6 near wall
1P
22PP
236LP
236MP
236HP
236PP
214LP
214MP
214HP
214PP
236LP (air)
236MP (air)
236HP (air)
236PP (air)
236K
236KK
236K > LK
236K > MK
236K > HK
236KK > LK
236KK > MK
236KK > HK
Critical Art
236236K
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK dash (VT1)
HPHK attack (VT1)
V-Trigger 2
HPHK (VT2)
HPHK (VT2) (secondary)
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6PPP