Street Fighter V/Zeku (Old)

From SuperCombo Wiki

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 1 600
V-Trigger 2 600
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
V-Trigger 1 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
  • 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)
V-Trigger 1 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
  • 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
V-Trigger 1 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
V-Trigger 1 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
  • Cancel options: vt1 vt2
  • Good combo starter tool
  • Decent anti-air hitboxes (but not ideal)
V-Trigger 1 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
V-Trigger 1 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
V-Trigger 1 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
  • 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
V-Trigger 1 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
  • 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
V-Trigger 1 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
V-Trigger 1 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
  • 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)
V-Trigger 1 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
  • 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
V-Trigger 1 Startup Active Recovery Hit
12(19) 2 31 KD
Damage Stun Attack Block
60 100 L -14
  • 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
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
Jump HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can cross up
Jump MK
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can cross up
Jump HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -

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

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 -
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 -

Special Moves

Shukumyo
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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
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)
  • 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)
(Projectile) Startup Active Recovery Hit
14 1 30 KD
Damage Stun Attack Block
90 150 H -6(-4)
  • 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)
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
  • 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
(Projectile) Startup Active Recovery Hit
20 1 26 KD
Damage Stun Attack Block
100 150 H -4
  • 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
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
  • 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
(Projectile) Startup Active Recovery Hit
25 1 27 KD
Damage Stun Attack Block
120 200 H -2
  • 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
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
  • 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
(Projectile) Startup Active Recovery Hit
17 1 32 KD
Damage Stun Attack Block
100*20x2 (140) 150 H 1
  • 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
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
  • 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)
(Projectile) Startup Active Recovery Hit
15 2 32 KD
Damage Stun Attack Block
70 150 H -14
  • 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)
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
  • 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)
(Projectile) Startup Active Recovery Hit
23 2 32 KD
Damage Stun Attack Block
80 150 H -14
  • 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)
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
  • 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)
(Projectile) Startup Active Recovery Hit
30 2 32 KD
Damage Stun Attack Block
120 200 H -14
  • 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)
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
  • 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
(Projectile) Startup Active Recovery Hit
18 2 35 KD
Damage Stun Attack Block
60*30x2 (110) 150 H -2
  • 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
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
  • 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
(Projectile) Startup Active Recovery Hit
5 2 18+22 KD
Damage Stun Attack Block
100 200 H -23
  • 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
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
  • 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
(Projectile) Startup Active Recovery Hit
7 2 21+22 KD
Damage Stun Attack Block
110 200 H -29
  • 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
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
  • 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
(Projectile) Startup Active Recovery Hit
7 2 31+20 KD
Damage Stun Attack Block
120 200 H -33
  • 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
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
  • 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%)
(Projectile) Startup Active Recovery Hit
5 1 32+32 KD
Damage Stun Attack Block
100*20*30 (150) 200 H -33
  • 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%)
Bushin Jakura
Bushin Jakura
236P
SFV Zeku (Old) 236P.png
Startup Active Recovery Hit
29 15 3+9 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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)
EX Bushin Jakura
EX Bushin Jakura
236PP
SFV Zeku (Old) 236PP.png
Startup Active Recovery Hit
24 21 1+4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 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
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)
  • Cancel options: -
  • 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)
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)
  • Cancel options: -
  • 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)
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 -
  • Cancel options: -
  • Can only throw standing
  • Hard Knockdown
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)
  • Cancel options: -
  • 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)
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)
  • Cancel options: -
  • 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)
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 -
  • Cancel options: -
  • Can only throw standing
  • Hard Knockdown

Critical Arts

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

Taunts

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

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
  • Cancel options: -
  • 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

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
  • 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

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
- - - -
  • Cancel options: -
  • 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
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
  • 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)

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

V-Shift

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

V-Shift Break

Bushin Murakumo
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

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


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