Harness Your Quan! Zeku General Discussion Thread

YZ is one of the characters in the game that gets in easier.

Naw man. I get terrible connections to people that live in my cityā€¦ one of the reasons why i have trouble in gold is because half my matches are laggy as fuck to unplayable. Iā€™ll pass on the intercontinental connection :slight_smile:

@serpentaurus What about you ? Where are you from ?

I have been using the qcb LK corner mixup with great success. They dont know or cannot react xD

South america, Colombia. Get good connections with east coast USA people since im by Colombia north, two hours and half by flight away from miami.

That setup is well known, DoTheBushin explained a month ago during his 1h Zeku tutorial. Still good to use anyway,people are sleeping on Zeku.

DoTheBushin is very good, he was streaming today and i learned a couple of things for neutral

Another Zeku player to look forward to is Sako, he does the shift special too much in situations where he should just use the frame advantage but other than that Sako is amazing. Iā€™m taking notes from those two players

Is sako playing zeku again? I thought he dropped him.

I use normally 2 ways. Cross up (yZeku has a j-mk crossup too), and pressure.

With OZ I try to make my opponent nervous to be in mid distance and try to get close with long qcf kicks, even taunting a jump with qcf+lk and then shoryu kick. If he turtles, a couple flips or a flipthrow, then meaty pressure.

YZ: Sometimes crossup, sometimes pressure, specially with mp, standing or crouching, into combo.

He did. Sako wasnā€™t completely satisfied with Zeku combo possibilities. He also asked why Zeku canā€™t switch form in the middle of them.

lol if you go teki, ex teki xx vt2, only the initial hit connects and the air combo whiffs completely

Jump heavy, cr hp xx mk teki, ex teki, lk koku xx vt2 is 400 damage though
436 in the corner with a hk koku at the end

The hitbox on it has to be like a huge column. It beats akumaā€™s air fireball 99% of the time.

It sucks hard as an anti crossup. Video proof below:

You know what, buffering into vt2 looks very good though. You dish out ~200 damage and you get massive frame advantage and good corner carry

Old zeku cr.mp range got slightly buffed

Iā€™m thinking of picking up an alt, zeku looks promising to fight off dhalsim and guile

How do you guys think he fares in those matchups?

You donā€™t wanna hear from me but Iā€™m bored so w/e:

The 2 players better than me in this forum that post here think the guile matchup is even or favourable for zeku. Young Zeku has -6 on block hozanto that can go through booms if you do it pre emptively enough. Other than that you have a few other things that go through projectiles like old Zekus super slow as batshit ex flip and young Zekus ex run and ex slide.

They say the matchup is good for zeku because once in most guiles tend to fold because of crappy defense. Iā€™ve played guiles that fold and these that donā€™t. I think the matchup is pretty bad for zeku, but the players better than me donā€™t soā€¦ Iā€™ll defer to them. Dhalsim seems like a mystery, once again you havenā€™t got great options at range but once inā€¦ if you ever get in, zeku can run a train on sim with his big damage and big stun output. Iā€™ve stunned characters with 2 combos with zeku off of setups that arenā€™t any kind of special and neither starting with a jumpin.

Welp, I havenā€™t played in awhile so Iā€™ll take all the input I can get.

The removal of throw loops basically just turned kenā€™s bad matchups into even worse matchups and now I need an alt. I just wanna know if itā€™s worth the investment of time to put in work with zeku.

I could always just pick cammy, but I hate that bitch with a passion. Zekuā€™s a badass wise ninja dude and Iā€™m looking for an excuse to choose him.

Anyways, thanks.

j

Iā€™ve watched a few of your games and I think zeku would actually fit your style. Specifically the hitconfirmation of things like young Zekus st.hp (-2) And if it hits press it again and combo into slide for decent corner carryā€¦ you might also be able to hitconfirm Zekus st.mp>st.hp target comboā€¦ and if you can then thatā€™s a HUGE boon to young Zekus game. Actually in the matchup thread here we had a decently long discussion about guile and a few others so check there as well.

Heā€™s pretty fun, give him a try. My only advice is probably the best strategy for him right now is to play old till you get a knockdown or st.hp xx stance change and go into young after that for the pressure.

Young zeku is good against sim. Having a run command means you can be on top of him quite fast if he fucks up. You can buffer cr mp xx run and confirm the slide if youā€™re close enough, or just stop and continue your pressure. Run is also good to punish bad teleports.
lp shoulder is good because against his dive kicks you donā€™t have to worry about crossups and youā€™ll beat them most of the time.
In general, when you have vtrigger 1 on you can punish his mistakes from very far away.

Guile is a bitch.
With old form you can try to bait a flash kick with flip > punch, and if you space right your scythes you can get some damage by clashing with sonic booms. Other than that I think you may want to use young form once again. Shouldering through booms is more of a read than a reaction, but the payout is good. You can also threaten him with your safe on block overhead.

Overall I think zeku is in favour against sim, and goes even or slightly loses against guile

As Dime said, Zeku can beat Guile, you just need to work on bypass his booms. You can do it from anticipation (not recommended) or moving around/neutral jump to force them throwing some of them. Once youā€™re in heā€™s going to have a really hard time to throws Zeku out of him. Young Zeku mixups are strong enough to compete. I didnā€™t fight good Sim since Zeku drops, but even there I donā€™t see big issues. I need more experience in this MU to have a final opinion for it,but doesnā€™t seems to hard on paper imo.

I did my homework with Zeku VT2 last night. Looking at how setplay/ VT-centric the game itā€™s going to be, VT2 looks less shitty than I thought before,but it comes with some things to know:

-the damage of it maybe is too low, but probably was made like that because of the possible incoming damage from setups. With that in mind even use that VT outside combos can reduce the dmg scaling.

  • I donā€™t like it the possibility for the defender to have access to every possible wakeup types, an UKD would have justified the low damage of VT.

-the setup goodness becomes lower if the opponent can wakeup EX dp, tried on Necalli and this muhfucker can also autocorrect his one. With that in mind using VT2 against a dp character could be an huge risk since thereā€™s not a setup against them still. Whoever hasnā€™t a reversal need to guess (i.e. VT2,ex flip).

-VT2 is better with Young Zeku because Old Zeku has more plus oB normals for meaties and he can mixup with ex flip. Doing VT2 with Old Zeku leaves Young Zeku in a good position for pressure, but he canā€™t do that much outside meaties or crossup. He can also meaty EX Palm, but works only on quickrise.

-with VT2 we need less to keep meter for CA since Zeku canā€™t combo from it and thatā€™s a good thing. I didnā€™t realized how much Young Zeku is efficient with his EX moves, using 1 bar heā€™s even more damaging than his Old form.

Right now, I think that VT2 is very weak. No real damage boost if used as an ender ; not a good AA as it doesnā€™t cover Zekuā€™s blind spot (close jump-ins) ; not invincible but CH state on recovery ; no real set-up so far (soft kd). VT1 is for me the way to go. Can make moves safe (sweep, TC confirm error) 2 times ; real and big damage boost ; can combo into super ; can be used as a whiff punisher from afar ; prevents opponent from walking back during pressure. Thatā€™s the way I see it right now. But Iā€™m also waiting to see if anybody (automattocks for instance)will find something strong about vt2.