SFV Lounge: Menat BUFFED, F2P SFV coming, CCCC COMBO BREAKERS coming

Hmmm, I don’t see it working.

Old Zeku is still Old Zeku and even if Daigo gets behind Old Zeku it’s still Old Zeku. He can’t change O.Zeku into anything more than he is which is still a suboptimal character to play for most matches compared to Y.Zeku and his Y.Zeku won’t be crazy enough.

Daigo can beat people with one button the same way Wong can, but it’s more the player than the character. He will run into a wall eventually and you will not see him run through a whole bunch of major CPTs with that character. Not his style in the long run and character still isn’t good enough for it.

VT2 is worth it if you’re only playing O.Zeku, but O.Zeku isn’t worth it and Y.Zeku requires VT1. Which means he’ll be sticking with VT1 in the long run if he even sticks with the character.

Weren’t there 2 Zeku’s in CC top 8? I admit I don’t know the character that well but doesn’t that indicate he is good enough to compete?

When people tell you daigo can’t use anything but shotos and has no idea how to play guys master.

Daigo is daigo, he’s wooped tournie ass with fireballers and non fireballers and was one of the best players in a game where fireballs are ass.

Not much different than Ken or Juri being able to make it once in the while. Traditionally players that are results driven like Daigo just aren’t going to long term play characters that are under top 10. Zeku is better but he’s not that top 10 character that he’ll need to play to not stress himself out and have people wonder why he isn’t top 3ing enough CPTs. It’s going to be more drama than he needs if he runs a whole CPT season of Zeku. Something will give.

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Also y zeku doesn’t require vt1… lol. Who gave you that impression? Vt2 is made for young dude. He has 2 big weaknesses:

His AA is shit and he has no threatening low moves. Vt2 shores up that weakness as far as AA. Vt1 shores up that weakness with respect to his low. It really comes down to the matchup. Versus jumpers and aerial characters I’m likely to use vt2. Versus stationary walls like guile I’m likely to go either depending on the players style.

With vt2 old zeku gets dp into v trigger for some really nice damage as an AA.

Vt2 might not be great but it’s strategically useful and not understanding it is leaving damage on the table.

Learn to anti air with VT1.

The GAWD VT.

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VT1 is much better made for Young Zeku. Gives him extra mix up, new punishes and makes his slide even stronger than it already is. You can make up for Young Zeku’s anti air without VT2 and if you’re not playing crazy enough if you’re even thinking about VT2 with Y.Zeku.

Like Pertho said VT1 also has AA applications.

Vt1 AA is a crossup gimmick. Doesn’t work against emptyjump or people that block correctly. That’s far from an AA.

Young doesn’t need slide activate if you have SOME form of decent neutral. And when you have vt2 stocked you don’t need to press the issue because you can go through fireballs AND AA the opponent. It’s like playing patient ken. Hide behind your Aa and don’t press the issue till the opponent makes a mistake. People like vt1 with young because they are trying everything they can to avoid his not great neutral because he doesn’t have great AA. Once you have vt2 stocked you can just put your feet up and wait.

With vt1 I activate raw nowadays half the time. Especially with old. Any confirm I do is half life if I’ve got super.

Getting a little better with the pressure, just still have to work on conversions and such. Counter hit c.MK is a free HK DP or s.MP, EX kunai depending on range. Should be buffering s.LK into HK DP or LP Raida a lot more also.

Sure as hell works when they hit a button and tripguard isn’t active.

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That’s why emptyjump beats it.

It’s a gimmick. Not solid. You can’t bank on it. You can bank on vt2 AA in most occasions.

Zeku with full juice in either stance is pretty scary with either trigger.

Second activate in vt1 is the only reason I still like vt1. The pop is meh.

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It’s good either way. You either catch trip guard if they hit a button or they are stuck in frame trap/throw situation when they land and have to DP to not be in trouble. Best vs characters who can’t DP because then it’s free pressure.

Lol… that’s extremely unoptimal. You’re using a v trigger for a throw/frame trap mixup?

Ok then. I’ll take the throw. 130 damge 2 bar v trigger. Awesome.

I’ll take another please.

I practice the buffers in training mode but always forget mid match. For some reason I find canceling from s.lk awkward. I usually drop the cancel because it’s so fast and my execution is poor. Had the same issue with Sak.

Also that’s a good idea about c.mk I never even thought about that.

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And I managed to close the year as an ultra gold scrub.
Fate would have it to be with Falke, after all.

Time to get drunk beyond repair.

I dedicate this victory of mine to rum.

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happy new year guys…despite what capcom has to offer for you :honeybee: :beer: :beer: :beer: :beer:

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Neutral jumps are young zeku’s nemesis, because his neutral is bad people know youll need to quickly hone in so if your dealing with chars that like to neutral jump to bait ex run , dash ins and sweeps, chars that don’t have the best defence but are played by defensive players who like to protect themselves with jump ins and neutral jumps then you’ll want to pick Vt2. Vt1 is for rushdown esp against chars like fang, birdie and falke; chars like Rashid that can get in and pressure you easily. Vt1 beats 4 frame links since S3.

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Also, happy new year ladies.
Have a great one!

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Was watching a stream today from NL. Looks like Season 4 Ryu is a combination between ST Ryu and 3S Ryu. In other words, if you can and know how to combine ST and 3S tactics with Season 4 Ryu, then you’re OP with that character…

(ppl wishing happy new years but here the sun hasn’t even set yet)

The comparison between Zeku’s stance change and Juri’s stores got me thinking. It isn’t just the number of times each move is needed per round.

Juri’s storage kick doubles her hurtbox width at all heights, and all of it towards the enemy and their fuck-neutral move. The hitbox is just a projectile hitbox, so YOLO moves are guaranteed to succeed if they’re projectile-invincible. Her hitbox is also the same size and mid-air placement as a hadoken, so she can’t anti-air with the store’s kick anymore, nor blow up low pokes. She needs disjoint on the store’s kick, and a taller hitbox which is also a strike.

Most low-level Juri’s I see have a tell when they’re going to store: a backdash. Half the reason Infiltration’s Juri worked so well was his “in and out” style.

I don’t think that’s his style so much as Juri’s though. She has to mix up what she does after a backdash, including forward dashing again or pressing st.HK or st.MK or whatever, to keep the opponent guessing. If the opponent doesn’t feel non-confident in whatever the hell you’re doing, your Juri stores will be stuffed out more times than not.


I was in a good conversation about well-rounded characters. If one character is perfectly well-rounded, 5-5 MUs across the board, and another character has several 6-4s and a 7-3, but an equal number of 4-6s and 3-7, which character is better tier-wise?

Mathmatically they’re the exact same, but discussion came down pretty hard on the favor of the lopsided character. The well-rounded character’s player wins are by the skin of his teeth in every MU, and that’s fatiguing. Moreover, he’s playing with a slim margin for error in a different way in every MU: here he has to be on point with footsies, here he has to be on point with this rushdown pressure, etc. That’s not only exhausting but tests pretty much every skill you have as a player. Meanwhile the player of the lopsided character breezes through a few MUs in bracket, counterpicks his 3-7 with his secondary, and generally has an easier time of life.

Juri is low tier precisely because she’s so well-rounded.

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