Harness Your Quan! Zeku General Discussion Thread

My notes thus far from data we have available.

Zeku will most likely NOT have the run-stop pressure like Guy.
Aged form will have heavy damage output and be more focused on controlling space.
Young form will be more focused on rushdown.

Aged form;
all outcomes of Bushin Flip (Jakura) can be blocked low. Not sure if this will be useable as a punish on reaction as it looks too slow. Seems like it’ll be mainly used for cross-up potential or possibly post-move frame traps.
His overhead is only an overhead. Nothing cancels or combos afterwards.
cr HP and MK Force standing.
QCF+HK knocks back. LK & MK knockdown.
Bushin Gram - Koku negates 1-hit projectiles.

Young form;
Bushin Sho negates 1-hit projectiles.
can cancel from V Skill into CA.
HK has heavy recovery and moves Zeku forward.
Jump cancel Hozanto into EX Bushin Sangoku Otoshi.
Can use Bushin Sangoku Otoshi after Wall jump.

You’re telling me. Many things we need to test. I’m finding the rest of the cast boring to use since we know Zeku has copious moves.
Going to be more lab time than a mad scientist.
Wish we had at least the frame data to utilize while we wait.

One of the 1st things i’m going to test are Young Zeku his anti-airs, unless i’m missing something obvious. Against crossups i suppose he can use cr.hk to slide away kind of similar to Dhalsim.

In a long line of masters, there’s going to be a hierchary in terms of skill. Couple that with the fact he is an aging warrior and he’s easily in the league with Gouken and Gen. I still think it’s far too early to make any comparison to Akuma though.

With all the armor moves in this iteration I hope we at least get armor on ex run. It’ll be mad frustrating if not.

Moved to the shiny new Zeku forum. :tup:

Hello all fello zeku players.

Thank You Preppy! Much Appreciated!

Already been confirmed by WSO stream no Ex armor moves for zeku.

I was humorous remark based on his spider chart. He’s one of only three characters in SFV with a total of 20 attribute points.

I am still wondering on how to use his demon flip grab. Akuma at least has his palm to make people block standing

It seems to me it’s like Karin’s flip grab which would make it a gimmick to throw in once in awhile at best.

Karin also has an overhead though

Exactly. I’m wondering the same thing. Hopefully we may use it on reaction.

Off to watch Ninja movies, rest and prepare the dojo for The Master…
May the Bushin be with You…

IIRC Guy’s elbow didn’t hit overhead either. You could use the flip grab for uncrouchable grab setups so maybe the same works in this game after a CC sweep maybe. Although with the buffer system I’m not sure how useful it would be.

A good comparison could be Cammy’s hooligan, which also can’t threaten a high attack. While hooligan’s trajectory and speed are faster than Zeku’s, sometimes you grab people as they try to antiair or stand block to reduce the frame advantage afterwards.

Zeku is the 38 master of the Bushin Ryu martial arts and is a master of hand to hand combat. V-Reversal is a standard “strike” maneuver that helps Zeku escape pressure by hitting his opponent away.Zeku uses various punches and kicks combat.Zeku is the new and superb addition in street fighter 5.

Notes thus far:
(If I’m wrong about any of these please feel free to critique.)

Aged (fine wine reference. I dislike the word old, he’s not a senior citizen right?)
In aged form Bushin Flip & P is only a cross-up but it can be used for other purposes:
Bushin Flip & P can change jump arc and may be used to bait out DPs and other moves by hitting punch near opponent. (Still testing range)

The kick extension from Bushin Flip has decent range though you will only get 1 out of the two hits if it connects. While it can be blocked or avoided crouching, it may have priority if an opponent throws out an errant poke.

Combo from LK to CA.
The form/stance you are in when CA is activated is the form you will be in when CA ends.

You can link from st.MK to st.MP & from st.HK to st.LK(then CA).

Be careful when inputting commands for command run when you have full meter. Imprecise inputs might execute CA.

While some characters’ V Skills are not very useful, Zeku’s is critical to his game so you may utilize his full mix-up potential. Raw stance changes can leave you open and give your opponent time to get in range (and screw up your spacing).

Youth
Correctly timed Hozanto can go under certain projectiles.

crHK can be used a poke (meaty?) if you time it to hit on its last active frame(s).

V-Trigger
When connecting with VT dash cancel, you must hit the low-to-high inputs almost immediately. It seems to work like an auto combo where you hit the buttons early and it performs the moves in order of your presses. Might also be some slight hesitation between LP LK & MP MK & HP HK. Still working with timings.

Patiently awaiting his frame data at the time of this post.

It would be really nice if there was a way to start off young, old Zeku has decent damage but I dislike that he can’t open anyone up.

Old zeku does tons of damage. If you do forward throw you can meaty with st hp and confirm the crush counter with back mk schyte, forward hk schyte. That’s 400 damage and 620 stun…

Edit, other random things:

Young
St mp is amazing for stagger pressure. I feel you can confirm that into his target combo but it takes practice.
Cr mp xx mp palm catches people mashing 3 frame jabs and is safe on block
Palm in general is a good special because it moves your hurtbox backward (I think). I’m using it like laura’s projectile atm
Struggling with his anti air. Stance switch recovers pretty fast though. Maybe stance, ex dp is viable, but my reaction sucks

Old
St mk x 2 loses to 3 frame jabs, but if you wait a split second you’re going to whiff punish their attempt to press a button. Way better than Laura’s in this aspect (her st mk is still retarded though)
His scythe can negate a projectile and still hit the opponent. Very good against guile even though it’s slow

His vtrigger is not as bad as I thought. You can definitely activate it twice a round and every time you hit a random poke you deal 300+ damage

It seems as though old Zeku would be best when dealing with grapplers and rushdown glass cannons.
Young Zeku is just Guy with out a hurricane kick. I’m trying to find out ways to do transitions mid combo but I’m not sure if there’s even a practical use for such a thing.