Street Fighter V/Zeku/Strategy: Difference between revisions

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===Offense===
In addition to universal defensive options, Abigail has access to EX Abigail Punch, EX run, and VS1 parry.
EX Abi Punch and EX run both gain armor on frame 3, to keep these moves in check, keep your pressure tight or throw.
Abigail has to choose between a high and low parry, both of which have a 3 frame startup. Much like Abigail’s defensive EX specials, keeping pressure tight and mixing in throws is strong against VS1 parry.
Because throw counters most of Abigail’s unique defensive options, many Abigail players use a wake up forward jump to counter a throw (much like Birdie players), and force a crossup situation. To beat this, either use normals during pressure, or OS a back jump MP during your throw attempt.
Abigail will also use VS1 as an anti-air, as Abigail’s anti-air options without VS1 are limited. To beat an anti-air parry, simply empty jump and punish the recovery after you land. Abigail’s other anti-air options are crHP, which is slow and is weak to crossups, and stLP, which doesn’t cover Abigail’s head very well and is also weak to crossups.


===V-System===
===V-System===

Revision as of 04:12, 23 April 2023


General Strategy

Old

Old Zeku tends to be most effective when controlling the midrange with his long range pokes and unique projectiles.

  • Neutral
It's tempting to use H Koku (QCF + HK) to control space. But it's slow startup and recovery often skews the risk/reward of the move in your opponents favor. Also Old Zeku doesn't often find a chance to move back to a range where H koku is your only space control option. Instead, using a combination of L koku, M koku, cr.MP, cr.MK, and st.LK at the midrange tends to be more effective, as you have a wider variety of options to choose, all of which require less commitment than H koku. Cr.MP in particular is a standout poke, due to its good reach, frame advantage on block, and difficulty to whiff punish.
Bushin Gram Koku having a strike and a projectile hitbox is very useful in fireball wars as you can dissipate your opponent's fireball with the strike hitbox, then punish them with the projectile hitbox. Utilizing this technique is essential against characters like Guile and Sagat in order to keep up with with their strong fireball game. Also, while Zeku cannot create fireball traps like other characters, having your opponent block a far range M koku, then immediately using cr.MP will give you enough time to anti-air if they jump after blocking the M koku. The cr.MP will also stop an immediate forward dash from your opponent.


Young

While Young Zeku does excel with an offensive gameplan, he is versatile enough to also play more passively at times. Don't lock yourself into just one approach.

  • Neutral
Use Young Zeku's fast walkspeed and quick pokes to dictate the pace of neutral. You don't even need to fish for a confirm to start out. Just walking and good usage of st.LK, st.MK, and cr.MK can put your opponents on the backfoot. St.LK in particular is helpful because it's speed lets Young Zeku be very mobile while he's poking. Once you feel you've got control of neutral, then start looking for higher reward options like a confirm from st.HP, walking into st.MP range, or even doing a walk up throw.
Since most of Young Zeku's anti-air moves are lackluster, often the best anti-air is to simply not stand in a range where a jump is difficult to deal with. Also his fast walkspeed can allow Zeku to walk underneath crossup attempts and punish their landing frames.
  • Offense
Young Zeku's offensive pressure usually boils down to standard SFV offense: frame trap/throw/throw bait. The catch is that if Young Zeku is right, he gets very good reward no matter which decision he chose on offense. A frame trap with st.MP leads to a full combo with the st.MP xx st.HP TC, backthrow deals 160 damage, and a throw bait using a shimmy also gets a st.MP TC. St.HK can give an even larger reward on throw baits as well.

V-System

V-Reversal

12 frame strike reversal. Faster than most, making it good for getting out of pressure.

V-Skill 1

Zeku's VS1 is Fukuro/Tenpo Kari, its a basic strike that changes Zeku's form on hit. Old Zeku does a rising palm strike with Young Zeku does an advancing body blow. Both do decent damage and make for a good combo ender if you're looking to switch forms. You can combo into it as OZ from medium and heavy Teki, and as YZ from light and heavy Hozanto. There are some more niche ways to combo into it but these are the easiest. You're also able to swap which side you're on, making it a good comboe ender especially if you're cornered.

V-Skill 2

Zeku's VS2 is Kuchiyose. In old form, Zeku summons a bird that drops a firecracker. In young form, Zeku summons a weasel to run at and strike the opponent. The entire move takes incredibly long, with a whopping 54 frames of startup and 10 frames of recovery. However, you can avoid these 10 extra recovery frames by swapping forms. Old Zeku's bird takes incredibly long to get out. On top of the 54 frames of startup, you still have to wait for it to drop the firecracker, which is dependent on the distance it travels. You can alter its distance by holding back or holding forward upon releasing. Holding back makes it drop near Zeku, while holding forward makes it travel almost full screen, holding no direction makes it travel in between the two. On top of the long startup, it's relatively hard to get out in neutral because the bird disappears if you're hit at any point before the firecracker drops. Thankfully, you can cancel into VS2 from any Teki, although you'll still be relatively unsafe. If the firecracker connects, it causes a juggle state, letting you juggle any Teki, Koku, dp, or VT2 assuming you have enough time to use your preferred followup.

Young Zeku's weasel doesn't take as long to get out, making it much easier to get out and use as a potential approach option. Because of this, there isn't a ton of setup potential with it like Old Zeku. The weasel will disappear at any point if you get hit before it makes contact with the opponent. On hit, it causes a juggle state, letting you juggle any palm or run slide, assuming you have enough time for what version you want. You can cancel into VS2 from any Hozanto, but you'll still be relatively unsafe. Because of it's low amount of setup potential, using VS2 and switching forms is a great way to approach. You can use it to make your overhead safe at the right distance, or go for a crossup.

VS2 has a lot of potential and takes a lot of wit and setup knowledge to use. Use it if you're looking to make your Zeku completely viable.

V-Trigger 1

Zeku's VT1 is Bushinryu Shingegiko. It's 2 bars, and upon activating, it gives Zeku a command dash that allows him to do a Darkstalker's style chain combo. The dash has invulnerability properties including against projectiles. This ability makes it a strong anti-air tool or against opponents on the ground too. You do the dash by pressing HP+HK again, and you can perform the chain by simply pressing the normals you want to as if they were a cancel from weaker normals to stronger. The first attack off this VT1 dash allows you to cancel into a special move. So normals that were previously unable to cancel can at the expense of completing the VT1 string. You can end the chain combo by pressing HP+HK again to do a special finisher that cancels into critical art and is -2 on block. A critical art may also be tacked onto the end. It's best to utilize VT1 by getting a hit confirm into the dash and going for mediums and heavies for your chain only to avoid significant scaling. The damage output is not particularly high due to its safe use, stun output and hit confirm ability. Therefore it is best advised to take advantage of the VT01 install phase. VT1 is possible to be used twice in a match and if successful can tack on some good damage like many V-Triggers.

V-Trigger 2

Zeku's VT2 is Karura Tenzan. It's 2 bars and does not have a regular activation. On activation Zeku performs a DP style move and the V-Bar becomes a timer. Zeku can use the DP style move a second time, which depletes the entire timer. This 2nd use of the V-Trigger is slightly slower than the 1st use. On hit Zeku transforms from one form into the other. The Move itself is invincible to air attacks, projectiles, and throws. These invincible properties combined with the move's impressive reach make it well suited for countering many moves. It's a strong anti-air, fireball punish in certain matchups, and it can counter a command grab in a pinch. Zeku can cancel most of his special moves into VT2 to add extra damage on the end of most of his combo routes. Additionally the landing frames of VT2 can be canceled into either EX DP, or EX run slide depending on which form you're in.

Matchups

If matchup info has been added, click "Expand" above the character portrait to view it. Empty sections will say "No Data" and will not have the option to expand.

Abigail
SFV Abigail Face.jpg
Abigail
(6 - 4)
[character page][match videos]
Expand

V-System

This is where Zeku’s v-system choices become most useful.

  • VT1:

Abigail gains the ability to charge his HP normals, at full charge they cause a guard break on block. Use V-Shift at the proper timing to evade and punish each HP normal. When timed correctly, you’ll block an early release and V-Shift the full charge. Each version of Abigail’s HP has a different full charge timing, so practice against each of them in training mode. VT1 is useful here because of it’s invincibility on frame 3. You can time the VT1 dash at the same timing as a V-Shift, and you’ll dash through the HP and get a punish opportunity.

  • VT2:

Abigail gains a new special move that he can charge into a guard break on block. This move has a LOT of armor, the only guaranteed ways to interrupt it are with a throw or CA. Use a properly timed V-Shift into V-Shift break to evade and get a punish opportunity. The *V-Shift Break is essential here, because just a regular v-shift won’t evade the entire attack. Abigail will armor the V-Shift Break, but Zeku will recover first and get a punish opportunity.

  • VS1:

Most of the info on VS1 is covered in the “Offense” section. Abigail might use this in neutral occasionally to parry a fireball or to parry a weasel from Zeku’s VS2. At far range Abigail cannot get a punish from these. Be careful about him parrying weasel, as the parry can catch you if you’re too close to him.

  • VS2:

The infamous rolling tire. Young Zeku is better at keeping Abigail from calling the tire, Old Zeku is better at preventing Abigail from approaching behind the tire once it’s out. To prevent Abigail from calling the tire, react to his VS2 animation with run slide as Young Zeku, or H/EX koku as Old Zeku if you’re in range. Sometimes a bushin flip attack can reach Abigail in time as well. If Abigail successfully gets out the tire, try and switch to Old Zeku and call the mid range bird bomb if you have time. The 4 hits of the bomb explosion will hit Abigail out of his command run, so the bomb controls good space in this situation. EX teki is also a great wall to put out as the 3 hits will hit Abigail out of command run, and the high angle will catch Abigail’s run overhead.

If Abigail lands an EX Abi Punch in the corner and calls the tire. Good luck. Take the command grab if you have to health the spare.


Akira
SFV Akira Face.jpg
Akira[No Data]
[character page][match videos]
Akuma
SFV Akuma Face.jpg
Akuma[No Data]
[character page][match videos]
Alex
SFV Alex Face.jpg
Alex[No Data]
[character page][match videos]
Balrog
SFV Balrog Face.jpg
Balrog[No Data]
[character page][match videos]
Birdie
SFV Birdie Face.jpg
Birdie[No Data]
[character page][match videos]
Blanka
SFV Blanka Face.jpg
Blanka[No Data]
[character page][match videos]
Cammy
SFV Cammy Face.jpg
Cammy[No Data]
[character page][match videos]
Chun-Li
SFV Chun Face.jpg
Chun-Li[No Data]
[character page][match videos]
Cody
SFV Cody Face.jpg
Cody[No Data]
[character page][match videos]
Dan
SFV Dan Face.jpg
Dan[No Data]
[character page][match videos]
Dhalsim
SFV Dhalsim Face.jpg
Dhalsim[No Data]
[character page][match videos]
Ed
SFV Ed Face.jpg
Ed[No Data]
[character page][match videos]
E. Honda
SFV Honda Face.jpg
E.Honda[No Data]
[character page][match videos]
Falke
SFV Falke Face.jpg
Falke[No Data]
[character page][match videos]
F.A.N.G
SFV Fang Face.jpg
F.A.N.G[No Data]
[character page][match videos]
G
SFV G Face.jpg
G[No Data]
[character page][match videos]
Gill
SFV Gill Face.jpg
Gill[No Data]
[character page][match videos]
Guile
SFV Guile Face.jpg
Guile[No Data]
[character page][match videos]
Ibuki
SFV Ibuki Face.jpg
Ibuki[No Data]
[character page][match videos]
Juri
SFV Juri Face.jpg
Juri[No Data]
[character page][match videos]
Kage
SFV Kage Face.jpg
Kage[No Data]
[character page][match videos]
Karin
SFV Karin Face.jpg
Karin[No Data]
[character page][match videos]
Ken
SFV Ken Face.jpg
Ken[No Data]
[character page][match videos]
Kolin
SFV Kolin Face.jpg
Kolin[No Data]
[character page][match videos]
Laura
SFV Laura Face.jpg
Laura[No Data]
[character page][match videos]
Lucia
SFV Lucia Face.jpg
Lucia[No Data]
[character page][match videos]
Luke
SFV Luke Face.jpg
Luke[No Data]
[character page][match videos]
M. Bison
SFV Bison Face.jpg
M.Bison[No Data]
[character page][match videos]
Menat
SFV Menat Face.jpg
Menat[No Data]
[character page][match videos]
Nash
SFV Nash Face.jpg
Nash[No Data]
[character page][match videos]
Necalli
SFV Necalli Face.jpg
Necalli[No Data]
[character page][match videos]
Oro
SFV Oro Face.jpg
Oro[No Data]
[character page][match videos]
Poison
SFV Poison Face.jpg
Poison[No Data]
[character page][match videos]
Rashid
SFV Rashid Face.jpg
Rashid[No Data]
[character page][match videos]
Rose
SFV Rose Face.jpg
Rose[No Data]
[character page][match videos]
R. Mika
SFV Mika Face.jpg
R.Mika[No Data]
[character page][match videos]
Ryu
SFV Ryu Face.jpg
Ryu[No Data]
[character page][match videos]
Sagat
SFV Sagat Face.jpg
Sagat[No Data]
[character page][match videos]
Sakura
SFV Sakura Face.jpg
Sakura[No Data]
[character page][match videos]
Seth
SFV Seth Face.jpg
Seth[No Data]
[character page][match videos]
Urien
SFV Urien Face.jpg
Urien[No Data]
[character page][match videos]
Vega
SFV Vega Face.jpg
Vega[No Data]
[character page][match videos]
Zangief
SFV Zangief Face.jpg
Zangief[No Data]
[character page][match videos]
Zeku (Old)
SFV Zeku Old Face.jpg
Zeku (Old)[No Data]
[character page][(Old) match videos]
Zeku (Young)
SFV Zeku Young Face.jpg
Zeku (Young)[No Data]
[character page][(Young) match videos]

External Resources

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
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Abigail
Akira
Akuma
Alex
Balrog
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Blanka
Cammy
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Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
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Juri
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Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
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Oro
Poison
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Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven