Ok, so some theory about how to realistically use Zekus ex demonflip as an actual mixup:
St.hp xx ex demonflip hold forward P. This crosses up.
St.hp xx ex demonflip hold forward, press back and K at last second. This DOESNT cross up.
The reason why this works is because ex demonflip won’t go passed the opponent more than a certain spacing… it basically won’t go past the opponent more than a character length… so hold forward p barely crosses up no matter how long you hold forward and no matter if you did the ex demonflip from point blank or from kinda far. This means that you can hold forward and then at the last second press back and k and the K won’t crossup. This is a great mixup if the opponent decides to crouch your demonflip.
However this mixup loses its strength if the opponent holds backwards or forwards… and that’s when your ex demonflip throw comes in to hit them while they are walking and blocking high.
Nothing super powerful, but something to know about and setup as the set goes on.
Bonus run shit:
Zeku run is real, but it’s gimmicky real like Laura v skill dash and ken run v skill.
First a non gimmicky setup:
St.mp,st.hp TC xx ex qcf PP, st.hp xx run stop (+1 against the flip out, +3 if you use ex run stop instead)
You get a real throw/strike mixup off the ex version and you get a free cr.lp off the non ex version)
Gimmicky shit:
Cr.mp xx runstop
Cr.mp xx qcf mp if you think the opponent will mash jab. The qcf MP will hit the opponents 3 or 4 frame jab
Cr.mp xx stance change (use this as a way to transition “safely” by not moving forward when you cancel the cr.mp)
Based on this your opponent won’t know what option to take to defend because they won’t know your cancel. The safest thing is to use the cr,mp stance transition, then when you see your opponent reading it and trying to press ranged buttons to hit it (jabs wiff from range) then you can start to cancel into qcf MP or runstop… opponent and spacing dependent of course.
-edit
Yep, been using this shit. It’s bomb. 50/50 till they start to walk, then command grab em. Zeku gets mad damage off of this as well.
I don’t think it’s super abuseable at all… but it’s like Ibukis crossup command dash… works basically the same except you get a jumpin combo and have to use ex meter… but the flip side is the left/right hits at basically the same exact time so if they stay on the ground they have to guess. Funny shit is if they try to jump out, you can kick them and then juggle them…LOL