Introduction
Story
Overview
- Zelkin is a close/mid range rush down character built entirely around his flight cancel on the "Sky Destruction" special move. He has high damage off anything that combos into his "Rising Blade" DP and his air maneuverability makes him a menace to catch if he decides to run away. On top of his oppressive options, he also randomly has normal health, meaning that he's a highly mobile, high damage, healthy top tier. He both uses meter very well, and builds it well thanks to his long combos and pressure always building chunks of bar. Mistakes in Zelkin's pressure or air movements do leave him open to whiff punish, however, making him a potential liability for those that aren't about spending some training mode time with his execution. Zelkin is for rush down sickos, top tier lovers, and combo aficionados.
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -4 | - | - | Ground | |
Your primary non-low aggression poke. You'll mostly use this to lean in to 5AAA string, as the whole thing natural combos and is safe on block. This hit is also special cancelable, but only barely gives enough frame advantage to connect a second 5A after perfect flight canceling. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -15 | - | - | Ground | |
As you can see from the hit advantage, you never want to stop here without continuing the string or canceling into Sky Destruction. Flight canceling here is particularly good since 5AA always natural combos and leaves you closer than 5AAA on hit does. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -7 | - | - | Ground | |
5AAA is going to be a option you'll turn to a lot, as it combos for a large chunk of simple damage for a i10 move and can be canceled into Rising Blade/Sky Destruction. The Rising Blade combo is largely irrelevant, despite its damage output, as it requires both point blank spacing and fastest timing possible. However, the Flight Cancel from Sky Destruction is a vital part of Zelkin's pressure, and will be one of the first things you'll want to learn with this character. 5AAA's last hit tends to not combo the further away you are from the opponent, but with flight canceling, you won't really care much about that. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
4A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | +0 | +0 | - | Ground | |
An absurd jumping overhead that can be piloted mid air. |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -8 | - | - | Ground | |
The tendency for this to whiff due to how high Zelkin swings is unfortunate, but this is still a must-use in certain situations due to the high damage it leads to + the fact it hits steppers. Awful frame data means you'll never want to just stop at 5B. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | +3 | - | - | Ground | |
One of Zelkin's most important pokes. Ducking + i10 + anti-step properties means it is your go-to check in frame tight situations where you want to shut down multiple options at once with relative safety. Despite its frame advantage on hit, the complete lack of buffer afterwards + the push out on hit makes it more of a reset to neutral than anything else. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | - | - | - | Ground | |
Hits lower than 5A, but far shorter range. Better than 5KK as far as cancel pressure since you can just use a single special move timing, but it doesn't lead to anything on hit. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Weird string. The second hit whiffs crouchers and the timing to input special moves varies wildly between contact/whiff, making it far riskier than 5K or 5AA. However, you can link off of 5KKxFlight Cancel on hit. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Sky Javelin
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 37 | - | - | - | - | - | - | Ground | |
Can be done up to two times. Primarily used for chip kills and crossing up opponents in oki situations. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 16 | - | - | - | - | - | - | Ground | |
This is a safe-on-block advancing horizontal. However, it's not a great move, as on whiff he is very punishable and, despite being considered a special move, he can't actually cancel it from anything. For long horizontal range, it's generally better to do 3B. Also has a tendency to whiff off-axis opponents at ranges it really shouldn't. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Can also be done from back turned. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Despite having the same name, this is not your super. This is a taunt with the additional property of pushing opponents away if they are on the ground, giving it the very niche application of securing a time-out victory if you have the life lead and your opponent can't jump to get to you in time. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Zelkin's Super Jump. Useful for niche situations where your trying to air stall at a height other characters would not be able to get to for safety, such as dropped plasma field combos or Plasma Fields that require extra steps to be useful, such as Gamof/Gantetsu's Auto-Throw. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is a slightly-pilotable move that sends Zelkin into the air, then has him fall back down in a air-to-ground grab attempt. This function of the move is quite bad due to its ability to be stepped and ducked. However, Sky Destruction can be cancelled at any point with the M button, allowing Zelkin to go into free fall. During this fall, Zelkin can attack with any of his normal jumping moves. Because there is no height restriction on when you can hit the M button to cancel, you can effectively use this brief flight state to cancel the recovery of any cancelable normal, granting you frame advantage far beyond what you'd normally have. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is a flying uppercut primarily used as combo extension off of 5BB/2KKK. Despite the input and upwards motion, it's quite bad at anti-airing due to its slow speed and forward movement. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is Zelkin's air dash. Uniquely, it's also an attack, one of which is cancelable into air normals. Depending upon when you hit a button during Zelkin's air dash, you get wildly different speed and trajectories on attacks, all of which you should become familiar with. Generally, the earlier you hit the input, the faster Zelkin travels. Because j.K from this can also be cancelled back into air dash, Zelkin can effectively do Kuuchuu Dash->j.K as a loop until he touches the ground. This is quite difficult to do and messing up any part of it could cause you to land in a vulnerable state, but it is worth knowing it exists. |
Gauge Moves
Crimson Phoenix
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
A strange air-to-ground super with surprising safety. It cannot be parried, does good chip damage, and depending upon when and how its blocked can even be plus. Its great for sniping out whiffs on the ground, but your meter is generally better spent on Plasma Field and Blue Storm. The fact that a super this good is not useful to him says more about how good Zelkin is than how bad this super is. |
Blue Storm
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is your primary combo ender off of Rising Blade combos. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Zelkin becomes a pilotable missile. If the type of hit that connects leaves the opponent standing, you can use Zelkin's guided flight to try and hit the opponent crossup. |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Zelkin is a rare possessor of an air throw in Plasma Sword. Because of his weak anti-airs, this has niche use as a fast option in matchups where the opponents do not have fast/far reaching/active air normals to bully him away from using this. |
Strategy
General Gameplan
Matchups
Combos
Plasma Combos
Normal Combos
- 2K
2KKKxRising Blade, j.BxBlue Storm