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Street Fighter V/Zeku (Old)

From SuperCombo Wiki

Introduction

About Zeku

Zeku is two characters in one, with an old form and a young form. The old form excels at long ranged spacing and poking, while the young form is better at pressure and combos. These give you a character who's good at pretty much everything but not all at once. Being strong with Zeku means you have to know when the right moment is to switch to the form best suited for whatever situation they're needed for. Good use of the form swap can throw an opponent off their game, as they'll have to constantly change what they have to watch out for in neutral. This goes for the Zeku player as well, as they'll have to constantly know what to do in neutral based on their form, not to mention memorizing his vast amount of combos and setups for both forms and between the two. If you like a character more complex than most with critical strengths and weaknesses that you'll swap constantly, Zeku could be just for you.

Unique Mechanics

By using his V-Skill 1, VT2, or pressing 22PP, Zeku will change from Old Zeku to Young Zeku. These are two completely different characters with different normals, command normals, and specials. Old Zeku is slower focusing more on spacing and ranged game, Young Zeku is much more offensively focuses. You will always start a round as Old Zeku. Change form can be done off select normals. As old Zeku all grounded normals excluding his command overhead, standing MK / HK, crouching LK, MP and HK. As young Zeku all grounded normals excluding standing MK, HK, command overhead and all crouching kicks.

Final Patch

Players to Watch

  • Infexious
  • RB
  • Unsung
  • Wolfkrone
Zeku
SFV-Zeku (Old) Portrait.jpg
Vitals
Life Points 1000
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.0435
Backward Walk Speed 0.0284
Forward Dash Speed 17
Backward Dash Speed 22
Forward Dash Distance 1.716
Backward Dash Distance 1.286
Backdash CH Frames 3-11
Jumping
Back Jump Speed 47 (4+39+4)
Neutral Jump Speed 47 (4+39+4)
Forward Jump Speed 46 (3+39+4)
Forward Jump Distance 2.13
Backward Jump Distance 1.872
Throws
Throw Hurtbox 0.3
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 9 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
Zeku's best light in terms of frame advantage and combo potential
If this jab is used at peak range, Zeku can combo into LK Gram Koku (QCF+LK) and loop it a few times (up to 4x Koku loops max) before being pushed out of range
FATonline.png
VT1 Startup Active Recovery Hit
4(11) 2 11 3
Damage Stun Attack Block
30 70 H 0
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into LK/MP
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
5MP
Stand MP
5MP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
6 2 14 5
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
The go-to frametrap and combo filler like st.MK
Can be used as an anti-air (but not ideal)
FATonline.png
VT1 Startup Active Recovery Hit
6(13) 2 19 0
Damage Stun Attack Block
50 80 H -3
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into MK/HP/HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
5HP
Stand HP
5HP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 2 30 -2
Damage Stun Attack Block
80 150 H -5
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Decent footsies/buffer tool move that if canceled converts into gram combos even from more than half-screen length
FATonline.png
VT1 Startup Active Recovery Hit
9(16) 2 34 -8
Damage Stun Attack Block
60 100 H -11
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
5LK
Stand LK
5LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
5 4 6 4
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vt1 vt2
Great range for a st.LK and 4 active frames makes this a good hit confirm tool and can cover both wake-ups
FATonline.png
VT1 Startup Active Recovery Hit
5(12) 4 9 1
Damage Stun Attack Block
40 70 H -1
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into MP/MK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
5MK
Stand MK
5MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
7 3 12 7
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Forces stand on hit
Good frametrap and combo tool
Decent anti-air hitboxes (but not ideal)
After Counter-Hit stLP up close, follow-up with stMK > stLP to start a 4x Koku Loop on the opponent
FATonline.png
VT1 Startup Active Recovery Hit
6(13) 2 18 1
Damage Stun Attack Block
50 80 H -2
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into HP/HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
5HK
Stand HK
5HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
13 2 24 5
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Stagger, +21 Adv, +120 V-Gauge.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Not a great anti-air
Zeku can dash up and do jab combos on Crush Counter
FATonline.png
VT1 Startup Active Recovery Hit
13(20) 2 30 -4
Damage Stun Attack Block
60 100 H -11
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
st.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2LP
Crouch LP
2LP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into cr.LP
FATonline.png
VT1 Startup Active Recovery Hit
4(11) 2 9 2
Damage Stun Attack Block
30 70 H 0
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into LK/MP/MK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2MP
Crouch MP
2MP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
8 2 14 5
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • V-Trigger: 13
  • Cancel options: vt1 vt2
Solid poke tool
Old Zeku's best button along with cr.MK to buffer into V-Trigger Dash and confirm in neutral/footsies
FATonline.png
VT1 Startup Active Recovery Hit
8(15) 2 21 0
Damage Stun Attack Block
50 80 H -4
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into LK/MP/HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2HP
Crouch HP
2HP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
10 4 16 7
Damage Stun Attack Block
80 150 H 2
  • Crush Counter: Flipping Juggle, J Adv, +120 V-Gauge.
  • Knockdown: 103 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Forces stand on hit
Good oki tool (covers both wake-ups with a lot of + frames)
Pretty good anti-air and has great conversions on Crush Counter
Even if being +7 on hit Old Zeku still can't get many links going due to the pushback of cr.HP
FATonline.png
VT1 Startup Active Recovery Hit
10(17) 4 22 1
Damage Stun Attack Block
60 100 H -4
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2LK
Crouch LK
2LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
20 70 L 2
  • Cancel options: vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
5(12) 2 10 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into MP/MK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2MK
Crouch MK
2MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 17 2
Damage Stun Attack Block
60 100 L -2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp vt1 vt2
Decent range for a low kick
Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames
Old Zeku's best button along with cr.MP to buffer into V-Trigger Dash and confirm in neutral/footsies
Has a pretty lenient cancel window for hit confirming (16 frames to react with a cancel)
FATonline.png
VT1 Startup Active Recovery Hit
8(15) 3 22 -7
Damage Stun Attack Block
50 80 L -11
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
Chains into HP/HK
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
2HK
Crouch HK
2HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 2 25 KD
Damage Stun Attack Block
90 150 L -8
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 74 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Pretty short range (around same as Ryu's sweep) and moves Old Zeku forward when used
Safer on block framedata wise than any other sweep in the game
FATonline.png
VT1 Startup Active Recovery Hit
12(19) 2 31 KD
Damage Stun Attack Block
60 100 L -14
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
  • Cancel options: sp su
Framedata shown here is when chained into during Zeku's V-Trigger Dash
The startup in the parenthesess (X) refers to fastest startup possible when canceling into that normal from the initial V-Trigger Dash
cr.HK cannot chain into other normals during the Dash combo (but is rather canceled into the V-Trigger attack ender)
First hit after the dash (Idaten) is initiated is special and super cancelable (even if the button is not normally cancelable)
8LP
Jump LP
8LP
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Minimal hurtbox extension but poor range
FATonline.png
8MP
Jump MP
8MP
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
Decent air-to-air
FATonline.png
8HP
Jump HP
8HP
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Decent horizontal jump-in
Has slightly pulled up hurtboxes for the entire duration
FATonline.png
8LK
Jump LK
8LK
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Can cross up
Good horizontal priority but small range
Has slightly pulled up hurtboxes for the entire duration
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
60 100 M -
Can cross up
Pretty good range for a medium kick jump-in
Has slightly pulled up hurtboxes for the entire duration
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
10 4 - -
Damage Stun Attack Block
90 150 M -
Not a good jump-in in general
FATonline.png

Command Normals

6HP
Nouten Wari
6HP
Startup Active Recovery Hit
22 1*3 20 1
Damage Stun Attack Block
40*40 (80) 50*50 (100) M*M -7
2-hit Overhead
+3/-5 on last active frame (up to +5 on Counter-Hit)
Juggle Limit: 0
FATonline.png

Throws

LPLK
Tsurigane Otoshi
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 57 KD Adv, 8 Quick Rise Adv, 8 Back Rise Adv.
FATonline.png
4LPLK
Mikoshi
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
FATonline.png

Special Moves

22PP
Shukumyo
22PP
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
Cancelable into from all special cancelable normals as well as all the Gram specials on HIT only (and on block with EX Koku / EX Teki)
See the 'tfOH' / 'tfOB' data for all the relevant data when canceling into this
The total Transform animation takes 25F but the transform happens on frame 10
If Zeku is hit before frame 10 then it stops the transformation from going through
Transform can be canceled early into any special move on frames 15-20 (essentially allows Zeku to act up to 10F earlier than normal but only through special moves)
If you're canceling the transform into specials for some combo or oki setup, just add +10 to the Hit / Block / Knockdown advantages (see 'tfOH' / 'tfOB' data) to determine what works or how much time you have to apply the oki (only +5 KDA when transforming after a Bushin Gram - Ban (Old Zeku's DP))
FATonline.png
236LK
LK Bushin Gram - Koku
236LK
Normal Startup Active Recovery Hit
14 1 30 KD
Damage Stun Attack Block
90 150 H -6(-4)
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 44F total duration
+3 extra KDA if juggled into after QCB+LK up close
Only -4 on block if canceled into from other QCB Grams (Teki)
Juggle Limit / Increase / Start: 1 / 1 / 1
+2 Juggle Limit (3) if canceled into from QCB Grams (Teki)
FATonline.png
Projectile Startup Active Recovery Hit
15 8 30 4(11)
Damage Stun Attack Block
60 100 H -3(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (8) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 45F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
236MK
MK Bushin Gram - Koku
236MK
Normal Startup Active Recovery Hit
20 1 26 KD
Damage Stun Attack Block
100 150 H -4
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
No difference in KDA if juggled into after QCB+MK up close
Juggle Limit / Increase / Start: 1 / 1 / 1
+2 Juggle Limit (3) if canceled into from QCB Grams (Teki)
FATonline.png
Projectile Startup Active Recovery Hit
21 9 27 2(10)
Damage Stun Attack Block
70 100 H -4(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (9) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 50F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
236HK
HK Bushin Gram - Koku
236HK
Normal Startup Active Recovery Hit
25 1 27 KD
Damage Stun Attack Block
120 200 H -2
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt2
This move and framedata refer to the initial 1-hit strike hitbox version (to see the framedata of the secondary projectile version, please refer to the data of the (Projectile) version of this move
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
The strike hitbox knocks down but the further projectile hitbox does less dmg/stun and doesn't do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 52F total duration
+1 extra KDA if juggled into after QCB+HK up close
Juggle Limit / Increase / Start: 1 / 1 / 1
+2 Juggle Limit (3) if canceled into from QCB Grams (Teki)
FATonline.png
Projectile Startup Active Recovery Hit
26 10 24 2(11)
Damage Stun Attack Block
90 100 H -5(4)
  • Cancel options: su vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1-hit strike hitbox up close and 1-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (10) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
This secondary Projectile version does not knockdown like the initial strike version does
This projectile version (if the initial strike hitbox whiffs) is 55F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 1 / 1 / 1
236KK
EX Bushin Gram - Koku
236KK
Normal Startup Active Recovery Hit
17 1 32 KD
Damage Stun Attack Block
100*20x2 (140) 150 H 1
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: vt2
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit horizontal projectile hitbox further away
1 active frame of a strike hitbox followed by (20) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
This strike version (if the initial strike hitbox connects on hit/block) is 49F total duration
Juggle Limit / Increase / Start: 1 / 1 / 1
+4 Juggle Limit (5) if canceled into from QCB Grams (Teki)
FATonline.png
Projectile Startup Active Recovery Hit
18 20 39 KD
Damage Stun Attack Block
30x2*50 (110) 100 H -1
  • Knockdown: 93(112) KD Adv, 34(53) Quick Rise Adv, 39(58) Back Rise Adv.
  • Cancel options: vt2
This move and framedata refer to the secondary projectile hitboxes (to see framedata for the initial strike version, please refer to the data on the other version of this move)
1 active frame of a strike hitbox followed by (20) active frames of a horizontal projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
EX Koku is cancelable into Transform on block (but the cancel window timing is very finicky and not really worth doing as seen in the framedata of it here)
This projectile version (if the initial strike hitbox whiffs) is 57F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 6*6*8 / 1*1*1 / 1*1*1
214LK
LK Bushin Gram - Teki
214LK
Normal Startup Active Recovery Hit
15 2 32 KD
Damage Stun Attack Block
70 150 H -14
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 48F total duration
Can be canceled into Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
Juggle Limit / Increase / Start: 0 / 2 / 2
FATonline.png
Projectile Startup Active Recovery Hit
17 12 34 KD
Damage Stun Attack Block
70 100 H -2(9)
  • Knockdown: 100(111) KD Adv, 41(52) Quick Rise Adv, 46(57) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Juggle Limit / Increase / Start: 0 / 1 / 1
214MK
MK Bushin Gram - Teki
214MK
Normal Startup Active Recovery Hit
23 2 32 KD
Damage Stun Attack Block
80 150 H -14
  • Knockdown: 111 KD Adv, 52 Quick Rise Adv, 57 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 56F total duration
Can be canceled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
Juggle Limit / Increase / Start: 0 / 2 / 2
FATonline.png
Projectile Startup Active Recovery Hit
25 12 36 KD
Damage Stun Attack Block
70 100 H -4(7)
  • Knockdown: 102(113) KD Adv, 43(54) Quick Rise Adv, 48(59) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Juggle Limit / Increase / Start: 0 / 1 / 1
214HK
HK Bushin Gram - Teki
214HK
Normal Startup Active Recovery Hit
30 2 32 KD
Damage Stun Attack Block
120 200 H -14
  • Knockdown: 117 KD Adv, 58 Quick Rise Adv, 63 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
This strike version (if the initial strike hitbox connects on hit/block) is 63F total duration
Can be canceled into Fukuro or Bushin Gram - Teki EX on hit or block (does not apply to projectile hit)
Juggle Limit / Increase / Start: 0 / 2 / 2
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Projectile Startup Active Recovery Hit
32 12 34 KD
Damage Stun Attack Block
100 100 H -2(9)
  • Knockdown: 110(121) KD Adv, 51(62) Quick Rise Adv, 56(67) Back Rise Adv.
  • Cancel options: su vt2
Whiffs on crouching
Launches opponent into a limited juggle state
1-hit strike hitbox up close and 1-hit upwards slanting projectile hitbox further away
2 active frames of a strike hitbox followed by (12) active frames of an upwards slanting projectile hitbox that only spawns if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a knockdown
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Juggle Limit / Increase / Start: 0 / 1 / 1
214KK
EX Bushin Gram - Teki
214KK
Normal Startup Active Recovery Hit
18 2 35 KD
Damage Stun Attack Block
60*30x2 (110) 150 H -2
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Cancel options: vt2
First strike hitbox whiffs on crouching but the following projectile hitboxes don't
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit upwards slanting projectile hitbox further away
2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
EX Teki is cancelable into Transform on block - The cancel window timing is very finnicky; but it's worth canceling into from this initial strike hitbox version on opponents blocking it standing (can turn the -2 oB into a +7 oB scenario)
This strike version (if the initial strike hitbox connects on hit/block) is 54F total duration
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
Juggle Limit / Increase / Start: 0*3*5 / 1*1*1 / 1*1*1
FATonline.png
Projectile Startup Active Recovery Hit
21 18 33 KD
Damage Stun Attack Block
20x2*50 (90) 100 H 5(22)
  • Knockdown: 116(133) KD Adv, 57(74) Quick Rise Adv, 62(79) Back Rise Adv.
  • Cancel options: vt2
First strike hitbox whiffs on crouching but the following projectile hitboxes don't
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit upwards slanting projectile hitbox further away
2 active frame of a strike hitbox followed by (18) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
Both the strike hitbox and following projectile hitbox do a launching knockdown that can be followed with juggles such as Fukuro
EX Teki is cancelable into Transform on block - The cancel window timing is very finicky; and it's only worth canceling into it from this secondary projectile hitbox version if you want to change to Young Zeku (canceling this secondary projectile version doesn't grant as much potential bonus frame advantage as canceling the initial strike version)
Hit/Block/Knockdown advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Juggle Limit / Increase / Start: 3*3*5 / 0*0*1 / 0*0*1
623LK
LK Bushin Gram - Ban
623LK
Normal Startup Active Recovery Hit
5 2 18+22 KD
Damage Stun Attack Block
100 200 H -23
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: su vt2
Throw invincible on frames 1-5
Airborne on frames 6-24
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 1 / 1 / 5
FATonline.png
Projectile Startup Active Recovery Hit
7 10 17+22 KD
Damage Stun Attack Block
100 150 H -7(2)
  • Knockdown: 99(108) KD Adv, 40(49) Quick Rise Adv, 45(54) Back Rise Adv.
Throw invincible on frames 1-5
Airborne on frames 6-24
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (10) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit crouching/standing opponents (so can be used to make the move safe/plus on block) - but the later active frames function as an uncrouchable setup vs most of the cast and can thus be avoided with wake-up crouch buttons or crouch-sized hurtbox startup moves (like a DP)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 0 / 1 / 1
623MK
MK Bushin Gram - Ban
623MK
Normal Startup Active Recovery Hit
7 2 21+22 KD
Damage Stun Attack Block
110 200 H -29
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
  • Cancel options: su vt2
Projectile invincible on frames 3-12
Airborne on frames 8-29
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
A lot more - on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 1 / 1 / 5
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Projectile Startup Active Recovery Hit
9 13 20+22 KD
Damage Stun Attack Block
110 150 H -10(2)
  • Knockdown: 96(108) KD Adv, 37(49) Quick Rise Adv, 42(54) Back Rise Adv.
Projectile invincible on frames 3-12
Airborne on frames 8-29
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (13) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The secondary projectile hitboxes can hit standing opponents (whiffs on crouching for the most part)
A lot more - on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 0 / 1 / 1
623HK
HK Bushin Gram - Ban
623HK
Normal Startup Active Recovery Hit
7 2 31+20 KD
Damage Stun Attack Block
120 200 H -33
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su vt2
Invincible to airborne strikes on frames 1-8
Airborne on frames 9-39
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
A lot more - on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 1 / 1 / 5
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Projectile Startup Active Recovery Hit
9 14 30+20 KD
Damage Stun Attack Block
120 150 H -11(2)
  • Knockdown: 88(101) KD Adv, 29(42) Quick Rise Adv, 34(47) Back Rise Adv.
Invincible to airborne strikes on frames 1-8
Airborne on frames 9-39
Launches opponent into a limited juggle state
1-hit strike hitbox with 2 active frames followed by (14) active frames of a vertical projectile hitbox that only spawns if the initial strike whiffs
The projectile hitboxes whiff on crouching and standing for the most part (but can hit tall characters standing)
A lot more - on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration
Juggle Limit / Increase / Start: 0 / 1 / 1
623KK
EX Bushin Gram - Ban
623KK
Normal Startup Active Recovery Hit
5 1 32+32 KD
Damage Stun Attack Block
100*20*30 (150) 200 H -33
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vt2
Fully invincible on frames 1-7
Airborne on frames 6-37
Launches opponent into a limited juggle state
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit vertical projectile hitbox further away
1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
-24 on block if canceled into from EX QCB (EX Teki)
Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 2*4*5 / 1*1*1 / 1*1*1
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Projectile Startup Active Recovery Hit
7 14 30+31 KD
Damage Stun Attack Block
20x2*80 (120) 100 H -27(-14)
  • Knockdown: 86(99) KD Adv, 27(40) Quick Rise Adv, 32(45) Back Rise Adv.
Fully invincible on frames 1-7
Airborne on frames 6-37
Launches opponent into a limited juggle state
1-hit strike hitbox up close which on hit/block transitions into 2 more projectile hitboxes (3 hits overall up close)
3-hit vertical projectile hitbox further away
1 active frame of a strike hitbox followed by (14) active frames of 3-hit horizontal projectile hitboxes that only spawn if the initial strike whiffs
-26 on block if canceled into from LK/MK/HK QCB (non-EX Teki)
-24 on block if canceled into from EX QCB (EX Teki)
Framedata advantages shown with the parentheses format; x(y) - refers to worst(x) to best(y) frame advantage possible depending on how late into active frames it connects
The KDA data on Transform cancel refers to when canceled from the first active frame of the secondary projectile hitboxes (increase the KDA accordingly depending on how late into the active frames this connects)
Zeku is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit / Increase / Start: 4*4*6 / 1*1*1 / 0*0*1
236P
Bushin Jakura
236P
Startup Active Recovery Hit
29 15 3+9 -
Damage Stun Attack Block
- - - -
Different strengths travel different lengths
Airborne on frames 11-60
Cancels into follow-ups on frames 29-43
Active frames refer to the cancel window into follow-ups
2 extra airborne recovery frames after cancel window runs out on LP Flip version (5+9)
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236PP
EX Bushin Jakura
236PP
Startup Active Recovery Hit
24 21 1+4 -
Damage Stun Attack Block
- - - -
Projectile invincible for the entire duration of the flip itself (not on the follow-ups)
Can steer the EX version of the Bushin Flip to a limited amount
Airborne on frames 6-55
Cancels into follow-ups on frames 24-44
Active frames refer to the cancel window into follow-ups
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236P > P
Bushin Gekirinchu
236P > P
Startup Active Recovery Hit
29+9 17 15 5(11)
Damage Stun Attack Block
60 100 H -1(5)
Not an overhead
Can only hit cross-up
Halts air momentum
Puts airborne opponents into a limited juggle state
Frame advantage varies grealy depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
Juggle Limit / Increase / Start: 0 / 1 / 1
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236P > K
Bushin Kirinkyaku
236P > K
Startup Active Recovery Hit
29+6 5 15 4(13)
Damage Stun Attack Block
60 100 H -5(4)
Not an overhead
Covers about a 140° angle in front of Old Zeku
Puts airborne opponents into a limited juggle state
Frame advantage varies greatly depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
Juggle Limit / Increase / Start: 0 / 1 / 1
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236P > LPLK
Bushin Tengen
236P > LPLK
Startup Active Recovery Hit
29+5 2 17 KD
Damage Stun Attack Block
70*100 (170) 200 T -
  • Knockdown: 19 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Can only throw standing
Hard Knockdown
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236PP > P
EX Bushin Gekirinchu
236PP > P
Startup Active Recovery Hit
24+9 17 9 11(16)
Damage Stun Attack Block
80 150 H 2(7)
Not an overhead
Can only hit cross-up
Halts air momentum
Puts airborne opponents into a limited juggle state
Frame advantage varies grealy depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
Juggle Limit / Increase / Start: 0 / 1 / 1
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236PP > K
EX Bushin Kirinkyaku
236PP > K
Startup Active Recovery Hit
24+6 5 9 6(15)
Damage Stun Attack Block
80 150 H -4(5)
Not an overhead
Covers about a 140° angle in front of Old Zeku (bigger hitbox on last active frame on this EX version)
Puts airborne opponents into a limited juggle state
Frame advantage varies greatly depending on angle/timing
Frame advantages shown are tested on average height standing opponents (frame advantages will be more negative against taller characters)
Juggle Limit / Increase / Start: 0 / 1 / 1
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236PP > LPLK
EX Bushin Tengen
236PP > LPLK
Startup Active Recovery Hit
23+5 2 17 KD
Damage Stun Attack Block
100*120 (220) 250 T -
  • Knockdown: 19 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
Can only throw standing
Hard Knockdown
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Critical Art

236236K
Batsuzan Gaisei
236236K
Startup Active Recovery Hit
4 8 47 KD
Damage Stun Attack Block
50*20x5*30x3*100 (340) 0 H -33
  • Knockdown: 16 KD Adv, 16 Quick Rise Adv, 16 Back Rise Adv.
Fully invincible frames 1-11
Hard Knockdown
Pretty decent size and active hitboxes (much higher reaching hitboxes when canceled into from DP)
Juggle Limit: 10
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Fukuro
MPMK (VS1)
Startup Active Recovery Hit
10 4 29 KD
Damage Stun Attack Block
50*50 (100) 0*150 (150) H -7
  • Knockdown: 73(72) KD Adv, 14(13) Quick Rise Adv, 19(18) Back Rise Adv.
Great anti-air
Can hit cross-up (behind Zeku)
Crouch sized hurtbox on frames 8-38
On hit; transforms into Young Zeku and performs an additional strike (Zeku will not transform if this attack trades with the opponent, allowing for follow-up juggles in anti-air situations)
Hold forward on hit to switch sides
Builds 100 V-Gauge on hit (1/3rd bar)
Old Zeku V-Skill cannot cancel into Critical Art (unlike Young Zeku's V-Skill)
KDA varies when used in juggles
-1 KDA if the side-switch version is used
+2 KDA if it Counter-Hits
Juggle Limit / Start / Increase: 5 / 1 / 1 (0 Juggle Start on Counter-Hit)
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V-Skill 2

4 or 5 or 6MPMK
Kuchiyose - Shii
4 or 5 or 6MPMK
Startup Active Recovery Hit
29 - 35 KD
Damage Stun Attack Block
20x4 (80) 20x4 (80) H 35
  • Knockdown: 142 KD Adv, 83 Quick Rise Adv, 88 Back Rise Adv.
  • Cancel options: sp
Eagle flies in and drops a firecracker
If Zeku is hit before the firecracker is dropped, the eagle goes away
Can alter where eagle drops firecracker with back, neutral, and forward inputs
Eagle is generated on frame 29 and has a hitbox while it is falling
Zeku can stance switch on frames 30-64
After eagle is generated, it takes 124/155/190 (B/N/F) frames for firecracker to explode
Firecracker explosion is a projectile
Opponent is put in a limited juggle state
Gains 100 / 50 V-Gaunge on Hit / Block
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V-Trigger 1

HPHK (VT1)
Bushinryu Shingekiko
HPHK (VT1)
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 1500 frames (25 seconds) and gives Zeku access to a 1-time use Idaten (V-Trigger Dash) and the V-Trigger attack
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HPHK - Dash (VT1)
Idaten
HPHK - Dash (VT1)
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Quickly dashes forward while fully invincible on frames 3-15 (and projectile invincible up to frame 17)
Can cancel instantly into any of his normals on frames 7-16 and allows him to perform a custom combo
First normal used after the dash (Idaten) can be canceled into specials or super (even if that button isn't normally cancelable)
Similar to Young Zeku's EX Run; it can be good to delay the follow-up cancels a little bit if you want to retain longer invincibility frames to go through certain attacks or bait things
If not canceled into anything on frames 7-16 then 9 frames of recovery follow afterwards (total frames of the V-Trigger Dash being 25 frames)
V-Trigger dash cancel data refers to Old Zeku's advantage after letting the full dash frames (25) play out (normally you'd cancel the dash into other normals, but I wanted to include the data anyway)
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HPHK - Attack (VT1)
Bushin Bakujasho
HPHK - Attack (VT1)
Startup Active Recovery Hit
14(21) 6 18 KD
Damage Stun Attack Block
160 200 H -2
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
2 bar V-Trigger
Can only be canceled into during the custom combo series that Old Zeku initiates via his Idaten (V-Trigger dash)
Can corpse hop
Only -1 on block against most crouching hurtboxes (still -2 on block against the larger characters)
Does a lot of damage/stun, is safe on block and cancels into Critical Art (easily confirmable)
Has a projectile hitbox as well during the active frames
Minimum startup if canceled from V-Trigger Dash is 21 (7+14)
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V-Trigger 2

HPHK (VT2)
Karura Tenzan
HPHK (VT2)
Startup Active Recovery Hit
1+5 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 150 H -28
  • Knockdown: 92(93) KD Adv, 33(34) Quick Rise Adv, 38(39) Back Rise Adv.
2 bar V-Trigger
Duration of 2000 frames (~33 seconds) and gives Zeku access to a secondary (albeit slower) Karura Tenzan during the V-Timer
Invincible on frames 1-13 against; Airborne strikes / Projectile / Throw (invincible to everything except for grounded strikes)
Airborne on frames 7-35
Recovery frames shown is the version that plays out on whiff
Old Zeku transforms into younger Zeku if the initial hit lands and does a second attack
Can choose which sides to end on at the end of the attack with by holding forward / back during the attack's animation
+1 extra KDA if Zeku chooses to switch sides during the attack's animation
Has pretty decent horizontal reach during startup so can be a good whiff punish tool
Susceptible to counter-hits during its recovery frames (but only 120% counterhit penalty instead of 144%)
Can hit cross-up (behind Zeku) and autocorrects on followup
Upon successful hit, remains projectile invincible for entire duration
Can cancel into some EX specials (everything other than Bushin Flip)
Juggle Limit: 50
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HPHK (VT2) (secondary)
Karura Tenzan (Secondary)
HPHK (VT2) (secondary)
Startup Active Recovery Hit
10 8 22+17 KD
Damage Stun Attack Block
40*20x2*60 (140) 100 H -28
  • Knockdown: 92(93) KD Adv, 33(34) Quick Rise Adv, 38(39) Back Rise Adv.
2 bar V-Trigger
This is the secondary V-Trigger 2 activation which is slower startup and spends all the remaining V-Timer
Invincible on frames 1-17 against; Airborne strikes / Projectile / Throw (invincible to everything except for grounded strikes)
Airborne on frames 16-44
Recovery frames shown is the version that plays out on whiff
Old Zeku transforms into younger Zeku if the initial hit lands and does a second attack
Can choose which sides to end on at the end of the attack with by holding forward / back during the attack's animation
+1 extra KDA if Zeku chooses to switch sides during the attack's animation
Has pretty decent horizontal reach during startup so can be a good whiff punish tool
Susceptible to counter-hits during its recovery frames (but only 120% counterhit penalty instead of 144%)
Can hit cross-up (behind Zeku) and autocorrects on followup
Upon successful hit, remains projectile invincible for entire duration
Can cancel into some EX specials (everything other than Bushin Flip)
Juggle Limit: 50
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Bushin Murakumo
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Toushi
6PPP
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
Strike and Projectile invincible on frames 1-25
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SFV Navigation

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Characters
Abigail
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Zeku (Old)
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Eleven