Automattock already tested and did it a video about VT2. Agree with all you said, I’ve just posted the ins and outs about my 2 days experience with it. VT2 definitely leaves a bitter taste compared to what others characters get, I’m still trying to understand the reason why Zeku didn’t deserved more attention in the VT department. I feel like Capcom is overestimating the character and tried to balance his possibilities giving him one shots VTs. Could be that or we haven’t still unleashed Zeku potential, but honestly I can’t see nothing OP in him atm.
My AAs are :
OZ : dp, cr.hp into flip or m.teki (far), st.mp into flip or m.teki (close) PS : If only they buffed vskill to work as an AA…
YZ : cr.hp (far), l.hozanto (spacing dependant), st.mk (close), st.lp into dash meaty st.lk - st.mp confirm st.hp (cross-ups; doesn’t need CH). In the corner, I also like to run stop under a jump to get out.
Even with gief i think I’d rather have v-trigger one so I have the option to rushdown. Right now it feels like you’re getting smacked around to build an extra bar of meter.
Dunno about using VT2 against Gief j.mk, since he’s gonna jump again once he has another chance to do so. Atm using OZ against him works for me, cr.HP works good against jump happy Giefs.
OZ dp k xx vt2 does 230 and most importantly, corners him with YZ in his face, cornered which is probably the worst thing ever for gief.
VT1 if it gets blocked you can look forward to SPD/frame trap/blocked reversal hell that could lose you the entire matchup. So a get out of the corner trigger if he jumps at you, or a get vortexed trigger if you have your Idaten blocked…
You can look forward to everything you said even with VT2, cornered or not Gief has still tools to turn the table. We aren’t forced to use slide to activate VT1 and a blocked one is still -2, not good but could have been worse. VT2 can’t put Gief in the corner every time, he’s dangerous even waking up with YZ in his face, Gief has enough stamina to convince most players to take risks more rather than taking a mixup. More I can keep him far the better, I didn’t played against AE Gief yet to judge if we can go more ham on him.
I personally don’t fear gief on KD. You should be running a train on him at that point as that’s his major weakness. Only time I’m hesitant on his KD is when he has super at which point I like to be very prodigious with standing in his face and then jumping backwards at the last second. If he wiffs super you get a punish and if he didn’t, all that happens is neutral gets reset. But if he doesn’t have super… you’re meaties are free against him because he has no strike invincible moves.
So cornering him is a good thing for my style.
But anywho I’m putting zeku on hold for Sakura for now so happy hunting
The ex bushin sho ones are not viable at all…
The ex hozanto side shift and LP hozanto are good
Everything that sacrifices more than 15% dmg of a combo is not good looking specially since you remain plus regardless of the enders (except for the yz air grab of course)
He didnt mention the qcb LK ones with old zeku. You can ex that special and be stupidly plus on block while also covering characters waking up with crouch buttons, if you are worried about people mashing on wakeup
About the AA topic. Thanks for the input. I add one more, cr.lp agaisnt crossup kicks work well from my experience
If they jump in from too close, you’ll whiff. If you hit them with Ban too high up, it’ll whiff. Basically, if you don’t wait long enough on there jump, this things not working.
Most consistent uses for it as an AA I’ve noticed is either:
Old: If you managed to catch them with L.Teki x M.Koku. Jakura kick into Ban can work but probably not consistently.
Young: It gives neutral J.mp an actual followup from most ranges.
You’ll have to notice YZ VT2 is slightly longer than the OZ version. Even with that VT2 don’t cover YZ weak spot, right over his head.
VTC with VT2 does more damage than doing the same with VT1, but the latter could combo into CA. My problem with VT2 is the setups right after, the KD leaves the opponent free to wake up like he wants to,so you need to cover every wakeup option. Even then a well made autocorrect dp move could straight up fuck everything we do not called blocking. With the VTC nerf combined with the general damage scaling using VT2 as a combo ender is silly. The best uses I’ve found are only AA or whiff punish, but nothing really crazy.