Street Fighter V/Zeku/Strategy

From SuperCombo Wiki


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.

Matchup ratios are listed with Zeku's advantage first. If a matchup is labeled as "6 - 4" Zeku has the advantage in the given matchup.

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

On the surface it might seem like Zeku has fewer options than you’d like, due to Abigail’s range and power. But in reality Abigail must be the aggressor, and Zeku can reduce the number of viable options Abigail has in neutral. Once you know what over-commitments look like and start punishing them, you’ll have a much easier time fighting this character. VT1 is the recommended V-Trigger to use because Abigail has few moves that are countered by VT2, and VT1 helps avoid Abigail’s VT1 pressure if he happens to pick that trigger. VS2 is recommended When Abigail picks VS2, because the bird bombs can help prevent Abigail from advancing behind his tire. If Abigail picks VS1, then Zeku is free to choose whichever V-Skill he likes.


Punishes For Notable Moves:

Sweep (1HK): -It’s -14 on block, so YZ can crHK and consistently punish. OZ can be out of range for a true punish, but L koku (236 + LK) will either punish, or frame trap, so it’s a consistent way for OZ to take his turn.

Abigail Punch L/M/H/EX (236+P): -The safest these get is -12, so if you’re in range (which you often are) you get to use your max damage starter. EX Abi Punch is -23 on block, so you could even forward dash and punish with stMP in either form.

Giant Flip L/M/H/EX (214+P): -These are all safe or even plus on block. The big one to look for is H Giant Flip, because it’s +2 on block. The key here is to interrupt it on reaction. stLP is very consistent in both forms. Often you’ll get an air reset and can try to push frame advantage after.

EX Giant Flip followups (214+P > P): -Abigail can use this followup indefinitely. There is a 13 frame gap between each smash, so anything that reaches and is faster than 13 frame will work. crMP as old and crHK as young are consistent at further ranges.

Command Run (KK): -This is the big gimmick. He’s got 1 hit of armor (2 if EX run) and he has 4 followups (including vs1): Punch, Overhead, Command Grab, and vs1 parry. Often the solution is to forward jump as soon as you see him start running. You’ll often clear past an overhead attempt, but an early run punch can still catch you. But that’s fine since he won’t get good pressure from that knockdown. Once you get on the other side of him chase him down and punish. Run slide is very consistent as YZ.

Run Punch (KK > P): -Regular version is -9 on block, which is awkward for Zeku because YZ crHK is too slow to punish. Gotta hope you’re in range of OZ stHP, or one of YZ’s medium normals to punish without meter. The first use of VT2 or CA will reach from most ranges, but can still whiff if you’re too far. -EX run punch is EXTREMELY negative on block at -29. On block you can forward dash and do either OZ crHP, or YZ stMP. Make Abigail regret using this move.

Run Overhead (KK > K): -Both regular and EX versions are -12 on block. You’re often at close range so just do OZ crHP or YZ stMP.

CA (236236 + P): -UNBELIEVABLY negative at -95 on block. Forward dash 4 times and then punish if you want.


Defense:

stMP is Abigail’s primary move to secure frame advantage. It’s normally +5 on block, but it becomes +6 if Zeku crouches. Young Zeku can interrupt 2 stMP’s in a row just by hitting crLP. But since old doesn’t have a 3 frame normal, he must stand block the first hit, then use crLP to interrupt. StLP will not work.

Abigail’s low confirms are restricted to close range when he doesn’t have meter. He can use crLK > stLP xx L Abi Punch, or crMK xx L/H Abi Punch. Both of these combos do not work at range. So walking back during pressure isn’t a bad idea until the Abigail player shows they can use these effectively. Walking back will also make it more difficult for Abigail to threaten a command grab, as they have short range. When Abigail has meter, suddenly he can confirm into EX Abi Punch, which combos at significantly further ranges and deals strong damage. If Abi is running VS2, he can also call a tire from it. Watch your toes if you’re in crMK range. Abigail’s jump arc is very shallow, which decreases the time you have to react with an anti-air. As OZ, the usual anti-airs of H DP and jump back jab work. As YZ, stMK is the go-to. crHP can also work, but Abigail’s deep jump normals make this a scary option to use.

A note about v-meter: Try to refrain from using too much v-meter until Abigail activates V-Trigger. Having v-meter available gives you significantly better options to defend against both Abigail’s V-Triggers.


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:

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.


Neutral:

Once both the Zeku player and the Abigail player respect each other’s ability to punish each other and start playing low risk, neutral can begin. Both Young and Old Zeku can keep up with Abigail in neutral, but Young Zeku tends to be preferred here because of his walkspeed and whiff punish ability. Abigail is going to try and poke with crLP, crMP, stMP, stHP, and crMK. As Young Zeku, try to stand right at the edge of Abigail’s stHP range. That range will let you avoid crLP, and put you in a good position to look for whiff punishes and anti-airs. stHP and crMK are the prime normals you should look to whiff punish. Both can be whiff punished with crMP if you’re quick enough. crHK gives you a bit more time to react because it will reach Abigail’s main body. If you’re playing Old Zeku in neutral, you may have to walk in a bit closer more often because of his weaker whiff punishes. Use L/M koku and crMP to control space. stHK can find use here as it’s Old Zeku’s longest range normal, and grants a combo on CC. H Teki is neat here because it catches Abigail standing at a significantly further range than other characters due to Abigail’s height. But it can be risky if Abigail crouches because he gets to punish with crHK.

Akira
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Akira[No Data]
(5 - 5)
[character page][match videos]
Akuma
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Akuma[No Data]
(5 - 5)
[character page][match videos]
Alex
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Alex[No Data]
(5 - 5)
[character page][match videos]
Balrog
SFV Balrog Face.jpg
Balrog[No Data]
(5 - 5)
[character page][match videos]
Birdie
SFV Birdie Face.jpg
Birdie[No Data]
(4.5 - 5.5)
[character page][match videos]
Blanka
SFV Blanka Face.jpg
Blanka[No Data]
(6 - 4)
[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
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Cody[No Data]
[character page][match videos]
Dan
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Dan[No Data]
[character page][match videos]
Dhalsim
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Dhalsim[No Data]
[character page][match videos]
Ed
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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
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Juri[No Data]
[character page][match videos]
Kage
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Kage[No Data]
[character page][match videos]
Karin
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Karin[No Data]
[character page][match videos]
Ken
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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
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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
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Oro[No Data]
[character page][match videos]
Poison
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Poison[No Data]
[character page][match videos]
Rashid
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Rashid[No Data]
[character page][match videos]
Rose
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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
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Sakura[No Data]
[character page][match videos]
Seth
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Seth[No Data]
[character page][match videos]
Urien
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Urien[No Data]
[character page][match videos]
Vega
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Vega[No Data]
[character page][match videos]
Zangief
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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

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