Street Fighter V/Zeku/Strategy

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< Street Fighter V‎ | Zeku
Revision as of 14:17, 9 March 2021 by Toom (talk | contribs)

Note: Because Zeku always starts in Old Form, details relevant to his V-System will be in Old Zeku's Strategy page.

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 startuo, 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. 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. 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. Upon activating, Zeku does an uppercut and changes forms. You'll get two uses out of it, with one of them being on activation. By holding forward, it can side switch too. It makes a great combo ender, as it can cancel from any of Zeku's specials. On hit, you can juggle into EX DP as OZ and EX run slide as YZ. One of the shining features of this VT is that it gives Young Zeku and very reliable anti air options. From frames 1-17 it has invincibility to projectiles, throws, and mid air attacks. This VT is much easier to use compared to VT1, but neither of his VTs are particularly strong, so choose whichever one you want.

SFV Navigation

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Zeku (Old)
Zeku (Young)
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