Harness Your Quan! Zeku General Discussion Thread

interesting… just to add, not sure if it helps, but CH cr.lp, st.mp xx M koku is a pretty nice little counter hit combo and it oki’s into the same combo when you dash up against a normal quickrise 3f.

might add another dimension to your cr.lp x2, st.lp xx L koku strat

Yeah man, that combo is good shit! I use it a lot, or at least try to. My opponents though are just getting hit by cr.lp x2 (blocked) microdelay st.lp xx lk koku. Might as well be a 4 hit combo with how much it works against certain people. I’m lovin it. Still tossing in cr.lp>throw and cr.lp>frame trap and cr.lp> shimmy as well to keep shit fresh… using the bigger combos for punishes/frame traps and things like that.

Ok so some more awesomeness about the 3 hit jab string:

If you already have v trigger popped you can do the jab string and end in idaten st.mp,st.mk,st.hp,st.hk xx hp+hk for around 250 damage off of a 3 jab string confirm. End in super for 418 damage which is nothing to scoff at.

Do you guys havd an explanation why zeku’s vskill used in combos doesn’t grant the right amount of Vgauge ? Is that a bug ? Personally, I think it is because other characters don’t have this issue (vega, necalli).
Edit : okay no, I tested with claw and there is like a Vgain scaling too

Ed’s vskill gain scales as well

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

Yo Dime, I had success with the flip mix up at first. Then, my opponent (Juri) started to react to it with st.lp. This simple button stopped everything quite effectively. It seems that even if Zeku is behind, his hurtbox (being sooo big) is still in the front too. I’ll run some tests this week-end with all the characters. Oh, and I found an option : hit the kick earlier. But as you know, the earlier you use the kick, the less advantage you get. But if you counter hit them, you can hit check with 2 x jabs and confirm into light teki.

Yeah, you gotta mix it up against those AA players my man… make sure that it isn’t easy for them to react:

  1. Vary your cancel buttons (Cr.lp,st.lp,st.mp,st.hp,cr.hp)
  2. Vary what you cancel into (h flip to go far, m flip to stay out of range of the st.lp if they stood still, stance change, hk/mk koku if they are using delayed button presses…use sparingly and from range of course
  3. Use K earlier (you already said this) :slight_smile:
  4. Use staggers and delays to get them thinking about something else (st.lp walk forward a microstep st.mp etc etc)
  5. Tick throw them if you think they are concentrating on the AA
  6. Dash at them since they are looking for the AA
  7. Don’t cancel into it at all… do it raw from range after a pokestring.

Etc etc

You got lots of options to make them think. This mixup is nowhere near good enough to just autopilot, like any gap if you abuse it the opponent will start to counter you pretty easily :slight_smile:

And of course there are going to be characters that this probably won’t work on very well at all… gief clothesline, cammy BMP, Guile flashkick etc.

I think when all is said and done it’s going to more or less about as powerful as Ibukis command dash mixup. Not abuseable, but badass when setup.

It depends on how good the alternative options that are found are… like canceling into stance change is very good because now you get a good stagger character with a variety of confirms and CH confirms from a decent distance and a decent runstop from st.hp xx ex run, or lights into ex run.

Random thoughts on his vt2.

  • it will probably have some invincibility frames like his vt1
  • It seems like you can juggle the opponent when he’s falling back. I bet you can at least connect a super, it would be stupid otherwise.
  • the knockdown it gives you seems to be extremely positive
  • since you can cancel your specials into it, can you make his teki, slide, overhead etc safe? Can you continue the combo if you cancel the first hit of the run overhead? Can you get a better knockdown if you cancel his palm?
  • a jumping heavy, cr hp xx mk koku xx vt, hk koku, hk teki should be like 370 damage meterless (if you can juggle)

So, wandering even further into the mysterious world of mister zeku… this fucker has different frame advantages for all his different knockdowns from teki xx koku… as an example, if you lk teki you can only lk or ex koku juggle.

But if you get a better starter you can mk teki launch and that gives you the bonus option of picking between lk koku or mk koku. Mk koku gives the better damage, but lk koku gives the stronger meaty.

So like if you mk teki launch, and then lk koku juggle you are +7 after a dash up and can st.mk to beat 3 framers for a much better starter. If you end in the more damaging mk koku juggle then you are left at only +2 after the dash and can only get a CH jab starter for combos which is much weaker.

Zeku has 3 different strengths of teki and 3 different strengths of koku and depending on your teki and koku you get varying advantages of more and less depending on how much damage you sacrifice. You sacrifice more damage you get a better meaty etc etc.

Jesus this character…

So…does Zeku just eat it to chun?

She murders him on the ground.

I haven’t played against her, but I did imagine the fight in my head once… didn’t go well for zeku!
Might be better to fight her with young zeku.

I think so too. With young form you can catch her limbs with your buffers, and she has a floaty jump which is easier to anti air or avoid with slide

Yeah, I think too footsie-heavy characters like Chun or Karin are really a pain in the ass, atm in able to fight back with Yung Zeku buffering like a madman. Make them panic isn’t easy, only Yung Z can give them problems.

Jesus Christ man, zeku might be to complicated for me. Finding shit no one has talked about. Literally hundreds of options for zeku on his opponents wakeup.

Here’s one of like 20 that I’ve made up so far:

St.mk,st.mp xx ex teki>stance change to YZ>dash> cr.mp (hits 3 frame jabs on quickrise) use cr.hp to cover both knockdowns. You can cr.mp CH,cr.mp xx run slide, st.hk and hit 3 frame quickrise and link into mp~hp target combo. This series will stun characters.

And that’s just the tip of the iceberg. I’ve got koku meaties for all strengths of koku. I’ve got ex koku meaty that gives +18 on block and bla bla bla bla hundreds of other things that can be labbed.

The fuck is up with these complicated ass characters.

@Pertho

What do you want to do with this forum?

Right now I’m thinking of making a thread for Zekus knockdowns specifically. I think that’s the only way to really have all this knowledge at our own hands easily. I basically forget my setups nearly as soon as I make them up because their are so many options.

The problem I would have with a thread like that would be formatting the structure. I could go simple with do this off of this but some knockdowns and follow ups are combo specific because of spacing. Like cr.lpx2,st.lp xx like Koku leaves Zeku much further away on quick rise versus something like point blank st.lp xx lk Koku.

Anywho, don’t know when exactly I’m going to do it but I will start to catalogue all this stuff soon, if only because I need the info myself.

Updated the oki guide. It now has all teki and koku enders for quick rise. There’s already some really good shit in there so take a look.

From now, my next project is to figure out and catalogue Zekus options versus back rise and frame kills he can use against no rise. After that I will be looking to include CH cr.hp and st.hp xx hk Koku and it’s various enders which will be tough because there is no frame data for that specific ender so it will have to be based upon trial and error.

So should we be using ex koku as a poke more in neutral?

Good range
17 frame startup
Knocks down on hit
Pre emptive wiff punish
Double dash KD gives oki
Beats fireballs once extended
Plus on block to setup for more neutral

It’s kinda expensive for a poke that doesn’t really move Zeku forward, but on hit it’s probably more than worth it.
Could maybe be likened to an ex tackle. Not something you want to abuse but good when used intelligently.

I don’t use EX koku enough in the neutral. I’m so stingy with meter; this game feels like you always wanna have a bar on deck in case of emergencies.

Well, you might want to, but after further looking at the move, maybe not. At max range where on,y the projectile hits, Zeku is negative after a double dash… so no juice. He only gets the juicy double dash plus frame oki if he hits the koku from closish range.

Anywho, from what I’ve gathered so far from the oki thread is his most important knockdowns are mk koku and ex teki> Lk koku.

Both confirms into them do good damage and he has options versus back rise in them and he has a meter less and metered option. The ex teki route gives him a st.mk meaty so it’s high damage confirm and high damage okie afterwards. A simple st.mk,st.mp xx ex teki, lk koku> dash CH st.mk,st.hp xx mk teki, mk koku does 569 damage and 895 stun which is 5 stun away from stunning Karin.

-edit
Do cr.hp xx hk teki>hk koku and the series does 935 stun so it stuns Karin outright in literally one mixup.

Nvm… Karin’s stun is 950 and it just looked like it would stun.

Still awesome though.

-edit 2

That entire high damage series leaves the opponent at negative enough that a dash up st.mk will meaty against 3 frame jabs and will do 1055 stun. If you started with full meter then the next stun combo into super will kill.

Probably a strong series to remember.

Lol… don’t know what’s going on with my stupid training mode, but now that series is stunning Karin in 2 combos. She literally dies to the post stun combo with a super tacked on. Does like 616 damage…

Nvm, ok I get it. I have CH on now. CH actually does more stun than normal hit.

Lol, you guys should try it. Funny to see a character die in one mixup.