Harness Your Quan! Zeku General Discussion Thread

Old zeku can set up a meaty lk back scythe in the corner to cover both quick and back rise. You can crush counter 3 frame moves with cr hp after that.
The set up works after lk (need to test other strenghts) back/forward scythe combo, sweep, and, if you are in young form, afer mp shoulder > vskill

Anyone has Zeku framedata, aside from that capcom site?

It seems this season has finally ended. Now to lab up.

Old Zeku is a heavy hitter, especially his DP! Typical DPs, when they anti air opponents at the DPā€™s peak, do less damage. Not Zekuā€™s DP though! VS opponentsā€™ peak jump it still does a huge chunk!

Same as his odd projectile. Slow, but the damage is about 2.5 times that of a Ryu or Ken fireball! Zeku might be also able to use the QCB+K projectile to anti air opponents who jump from long distances. I think his zoning potential in old form is there!

VS Zeku, his QCF+P demonflip type move can always be defended against with holding a crouching guard, unfortunately. But thereā€™s still a left or right mixup when it crosses up. Young Zekuā€™s run has a (safe?) overhead.

Overall Iā€™m a bit underwhelmed and the fact that he has 2 stances and therefore a massive movelist is a turnoff. But I never touched Guy in SF4 so I was never a Bushin-ryu fanboy.

Iā€™m enjoying him but with Guy being myā€¦ emā€¦ guy in 4 Iā€™m finding young Zeku strange to adjust to. Itā€™s a weird feeling of being very familiar yet completely different. Like HP hozanto under a fireball happens on autopilot, but then I always manage to mess up in the corner by attempting to tatsu which isnā€™t a thing ha ha

I find it weird that mp-hp target combo isnā€™t special cancelable on block, that his stmp is sooooo stubby, jump arc so different and no elbow drop. Iā€™m fighting muscle memory so much itā€™s crazy. Old Zeku is fiiiine, not having any of those issues. Old Zeku my biggest concern at the moment is that st.mk to st.mp isnā€™t a true block string, need to stop relying on that pronto.

Buuuuut if someone has any ideas how to anti air with young Zeku outside of instant air grab enlighten me. Thatā€™s the only thing thatā€™s really getting me killed, he seems to have no answer to a huge amount of jump ins. Would it have been so terrible to give him the tatsu or at least a solid button? Are people run stopping under jump ins? dashing? lp Hozanto? I miss Juris stHp so much, even the almighty SFV jab gets stuffed. When I play young Zeku I feel I get jumped in on for free. Maybe thatā€™s the point and I need to be swapping him in and out again asap. I was hoping his v-skill would be the same old and young and be like a v-skill antiair but itā€™s not :frowning:

Need to lab up for more garanteed swaps into young actually like combos into v-skill with old Zeku, plenty of ways back to old but not enough back to young.

Enjoying him for sure, every now and then it all lines up and feels bad ass ha ha :smiley:

Edit: I talk some nonsense and grammar type poor so fix I did.

My Zeku account is sitting at Ultra Silver right now sadly but Iā€™ve had some luck with L Hozanto > M Palm Strike for AA

Standing Medium Kick also works well but for less damage

Standing Hard Kick works too

Plus thereā€™s always jab + dash under

Might start trying lp hozonto for sure. Into v-skill will leave me back at Old Zeku too. st.HK Iā€™ve been avoiding but might lab that later :slight_smile:

St.lp after walk under itā€™s good against crossups, st.hk against jumps from far distance,st.mk is a good option against some front jumpins especially when the opponent has even the dive kick option too. I need to work myself on LP Hozanto,seems good,but I still ended up right behind the opponent without AAing him,definitely I need to adjust. Iā€™m Gucci with TK air grab instead, I can grab the opponent at any height. When you established the ground game the jumps becomes predictable. @Danonino I think switching continuously isnā€™t necessary for AA but even in general. Outside the fun of it I think the less the better, just do it when you wanna change your gameplan.

Will lab it up but being honest the more Iā€™m playing Zeku the more Iā€™m starting to feel like even bushinryu canā€™t make me like street fighter 5 ha ha

So old Zeku Lk Dp is the only Dp-like move in the game that can not only be made safe on block but plus on block as well. Corner upscythe into downscythe knockdown, Lk upscythe>whiff stlp>lk dp hits meaty and is +2 on Block on no quickrise.

Meaty Lk upscythe in the corner to cover both quickrise and backroll isnt legit. Normally upscythe doesnt hit crouching but there is a frame in every characters wakeup where he is considered standing and thats why it works BUT if you wakeup with a crouching button you bypass that forced standing frame and zeku gets counterhit/upscythe will whiff.

Old Zeku has a similar OS to the akuma ex demonflip one with the ex flip thing. Not as good as the akuma one though because zekus flip doesnt hit on the way up meaning you are probably getting dped by someone with good reactions. Btw old zeku stmp>stmp OS ex flip can blow some vreversals up(alex,birdie).

Young zeku seems to me like he can pressure better than old,especially in the corner but is really bad on defence,only saving grace is his 3f crjab. The 5f slower backroll than the rest of the cast might seem good for now because it will blow up auto pilot setups but when people start labbing young zeku specific setups shits gonna be bad midscreen and reeeeally bad in the corner especially with no dp. I mean Gief will probably get legit oki vs young zeku after lariat knockdown cause of the different backroll,good luck with that lol.

Oh and young zeku sweep is pretty good for low profiling jumpins

But thatā€™s the point about Young Zeku, offense. Defense isnā€™t a real problem if youā€™re referring to the lack of a dp, what he has is enough considering how good his pressure is. Atm I donā€™t spend too much time on setups, we donā€™t know if AE rebalance gonna touch him with buffs/nerfs when the rest of the cast will receive that. Dunno if the +recovery on whiff on some of Zeku moves will be extended to the rest of the cast, itā€™s still all unknown. Actually Iā€™m focused on getting used to his Old form, I need to slow down a bit with him. YZ is pretty easy on the offensive side, the defense will improve alongside with the muscle memory. The character feels different from the rest of the cast,probably Zeku is more a S3 character than the last of S2. Weā€™ll see where Zeku gonna be after the rebalance, itā€™s too early now.

Oh its on purpose to balance him out,i agree there. Im not saying dont switch to young zeku cause of his bad wakeup or that he needs a dp,that would be dumb,but the problem is with how scramble heavy the game is,if you get knocked down as young zeku youre gonna have to hold that. For example akuma can do meaty crlk os jab OR throw to cover both wakeup timings after hk tatsu in the corner versus young zeku whereas he only gets jab os (chained) crjab versus anyone else (no throw).
I think youre right,S3 everyone prolly gets the +5 frames on backroll and the extra 5 frames on whiff recovery and capcom is testing stuff with zeku in general just like with S2 chars dps,thats why hes not in line with the rest of the cast.
All in all as you said its way too early

Edit:Nevermind about the +5f on backroll,just saw that capcom intends to revert it to normal in the next update

Lp hozanto has upper body invul from frame 1, so it should beat any jump ins aside from deep hitting divekicks and such, st.lp in YZ has a hurtbox over the hitbox so you canā€™t anti air with that, l hozanto does whiff a lot on close jump ins tho, i just jump back lk or somrthing like that for that, and st.lp after a crossunder on a crossup doesnt really work, loses consistently to vegaā€™s j.lk crossup, and you get punished by a lights xx special combo

The nostalgia costume would be way nicer if old zeku had the scarf pulled down off his face like his original costume, wonder if there are any button combinations to change any of his outfits. Might test later.

Hey what do you guys do against Abigail? His nitro charge is a pain to deal with.

WasnĀ“t his EX DP supposed to be fully invincible on startup?
Why the hell am I getting meatied (my EX bar depletes clearly showing Ithe move was going to come out)ā€¦

Also, why do his DPs differ from all others? Capcom standardized all light DPs to be throw invincible, mediums to be invincible to air attacks, and hard to do more damage or to be invincible to attacks from frame 3 or so. For EVERYBODY but him. WHYYYY?

it is full invul, only thing i could think of is checking your inputs during replays to see if youā€™re doing qcf kk instead accidentally

Didnā€™t played against Abi being Zeku, but what about flip grab special? I need to test it. Dunno in young form.

Against Abigail is the only matchup where Iā€™m using ex back scythe in neutral. It seems to mess him up a lot.

Soā€¦ on paper, zeku appears to be one of the best characters in the game:

Sooo many things:

Good tick throw
Gap closing specials
Longest range fast poke in the game besides sim
AA does great damage
Frame traps galore
Ridiculous damage in both stances from medium confirms
Has a reversal in his ranged stance
Has a command grab from his gap closer
His gap closer/repressure tool in old stance can crossup and while the opponent is looking for the crossup he can use the command grab instead

The only negative I know of for him is that he has slowish walkspeedā€¦ but nowhere near compared to nash bison and sim.

So what are his negative points?