Welcome to Bushinryu! So you’ve taken an interest in the 38th Grandmaster? In this guide I’ll be breaking down both forms of Zeku, giving you a good idea of how the character plays, pros and cons of both, BNBs (Bread and Butters) with Damage and Stun output, Mixups, Tech, Movelist, and Okizeme.
This won’t feature in-depth character matchups or breakdowns but in some cases, I’ll give a tip when describing a move or normal for character-specific punishes. Also considering the F.A.T APP I won’t specifically list all of the frame data. Move list will just give a small rundown of the move, also with season 4 changes I do mention frame Data changes.
Who is Zeku?
Zeku is Guy’s former master, he is the 38th Grandmaster of Bushinryu as Guy his student is now currently the 39th Grandmaster. He is now a traveling salesman hoping to promote his new ninja organization aka the Striders to anyone willing to accept his offerings. Zeku does, of course, play akin to Guy with some notable difference he does have moves similar to Strider Hiryu, the main character of the Strider Franchise. Zeku’s gimmick is the ability to have two forms Old and Young. Which essentially makes him two characters in the package of one. Mastering Zeku does require learning to use both forms.
Naturally, both forms have their pros and cons and of course, one may be favored more in a matchup than the other but it is essential to learn matchups using both forms as certain situations would benefit Young or Old. He also does not have a great grab range, every character can just hold back to evade throw pressure with no low cancels to threaten with.
Old Zeku
“Allow me a moment to entertain you”
Old Zeku is the base form of Zeku, each round you will always start as Old Zeku. Old Zeku plays closest to traditional SF in mine and many others’ opinions. With the ability to Zone with his Gram kicks (Koku/Teki). He also has Gram Ban for Anti-Air with HK version, MK version can beat Throws and EX version for a reversal/quicker AA.
His other special move is the Bushin Jakura also known as Bushin Flip. It’s a decent mix-up move as he has 3 options out of the move, Bushin Kirinkyaku also known as Bushin Flip Kick which always hits in front of the opponent, Bushin Gekirinchu also known as Bushin Flip Elbow which always hits the opponent as a cross up and finally Bushin Tengen aka Bushin Flip Throw, which only grabs opponent that are standing.
Typically Old Zeku is most comfortable mid to long-range with his ability to zone but can provide pressure up close to a degree, Young Zeku is typically better up close based on his character design, but Old Zeku does have better throw Oki. He’s got good pokes to create distance with a few being specially cancellable and his specials also create distance to return to zoning or allow for Oki/Mixups in either form. This is because new to Season 3, Zeku can stance switch certain special moves. This allows him to build V-Meter much easier with Young’s V-Skill and it gives him different routes to take as his routes in Season 2 were too linear and predictable when it came to Oki and Mixups.
Table of Contents
Pros
- Ability to Zone both the ground and aerial space with Gram Koku and Teki at different ranges with each button strength. And also can punish projectiles thrown with a perfectly timed Koku.
- Bushin Jakura gives Zeku the ability to have 33/33/33 set-play/okizeme, Block/Hit Advantage is based on when either attacks hits. Each Strength gives a specific range of the Flip.
- EX Bushin Flip has complete projectile invincibility throughout the duration of the move which can aid in avoiding chip out raw supers and avoid projectile pressure.
- Much Better Forward Throw Okizeme. GIves Zeku the ability to pseudo-Throw Loop or Meaty button anywhere on the screen.
- This form has the most consistent Anti Air option with HK Ban and also owns the only EX reversal option in EX Ban.
- Has the only throw invincible special move-in MK Ban
- Old has 3 Crush Counter Buttons in Cr Hp, St HK, and Cr HK.
- Has the only safe switch from a normal being St HP with is +1 on the block.
- Whether intentional or not due to the Season 3 ability to stance switch special moves. Old can switch into Young during EX Teki and EX Koku on the block, EX Teki can only happen if the opponent is standing and if leg hits the opponent.
- Can Delay cancel into his second normal during Itaden as long as the starting Normal is not St MK and any HK, For example, you can delay into St MK a few frames into the block stun from St MP
- Can make ender for Itaden + on the block without any visual cue to an opponent.
Cons
- He has no low special cancel, which hinders his ability to maintain pressure or score knockdowns if the opponent walks back besides risking sweep.
- Despite having good Forward throw Oki, his short throw range and no low cancel can’t prevent people from walking back out of his throw range. Limiting Zeku’s ability to Tick Throw/Shimmy when not in the corner or has VT Trigger stocked.
- No 3 frame button to challenge during pressure without spending meter on EX Ban
- Slow back walk speed makes it hard to walk out of pressure as well
- As far as I’ve tested doesn’t have many routes for a 4F Safe Jump
- Has absurdly long recovery frames on St HP (30) making it a risky effort for use in footsie despite the decent range
- Short-range sweep that also moves him forward
- No way to make Special Moves safe with V Trigger activation.
Move List
ST LP: Decent Range, with a 4 Frame startup. Is the only light normal that Zeku can combo into LK Koku without needing a counter hit. Can also whiff during max range against a plethora of characters if crouching so may not, and LK Koku may not combo as well if outside the strike portion of it.
ST MP: Good normal up close for pressure, can often do St Mp – St Mp as a blockstring but be aware that this blockstring does not work on Chun and Bison if they are crouching, due to St MP shorter range and their smaller hurtbox width when crouching. Can occasionally AA but not as ideal as it was in Season 2 due to the Season 3 nerf. Also a good normal to use in some cases to whiff punish or throw out.
ST HP: Decent Range but horrible recovery, this the only Normal Zeku can use to switch into Young Form and be +1 on block. No longer Crush Counters in Season 4 giving Zeku +6 on Stance Switch for added combo ability. Still a good whiff punish tool, can be used in frames to blow up delayed tech/buttons
ST LK: One of Zeku’s best footsie tools due to 4 active frames but can only combo LK Koku on counter hit. Still it’s one of Zeku’s best meaty normals as it can range from being +2 to +5 on block and cover both tech wakeups. This is a good normal to check characters that like to walk forward or dash a lot as well.
ST MK: Good ranged normal another good meaty tool for Zeku, Forces Stand on Hit. Can occasionally AA from further range but not entirely ideal, A good poke as well that also slightly moves Zeku forward, not as nearly good as Akuma’s or Laura’s knees but sufficient enough, can link into St.HP on Counter HIt
ST HK: Good range and pushback and relatively safe on Block (-2), Zeku’s only Stagger Crush Counter. It is slow however with a 13f start up.
CR LP: Only normal on block that grants Zeku a tick throw as long as the opponent does not walk back.
CR MP: Very good range, one of Zeku’s best tools into VT1 confirm, however it is not special cancellable, Good poke and long range punish.
CR HP: Causes a flipping Juggle on Crush Counter, which is great for combo conversions and Mixups. Slightly less range than ST HP but more active frames and faster overall so generally a better footsie tool and is a solid Anti Air normal. Also Forces stand and a good meaty tool as it’s + on block.
CR LK: Decent Range but as mentioned in Cons doesn’t special cancel, making only it a low starter into either CR LP or ST LP if the range permits. Or a decent check tool for walk backs out of pressure.
CR MK: Very good poke tool and doesn’t have much of a hurtbox extension until active frames. Good to confirm into VT if they are walking back out of pressure.
CR HK: Decent range and moves Zeku forward. But only -8 on block. Crush Counter Knock Down can give Zeku some 50/50 Oki with Bushin Flip as well as Meaty Normal/EX Koku/Teki for additional pressure
J LP: Decent Jump back Air to Air normal like most others in the game.
J MP: His best air to air normal given it’s range, startup, and hurtbox.
J HP: Decent Jump In and to Air to Air for Zeku, doesn’t hi entirely deep. But good enough.
J LK: Similar to his J LP but can occasionally cross up (not viable)
J MK: Zeku’s Cross Up Jump In and also has a deeper hitbox than his heavies
J HK: Second Best Air to Air, decent jump in tool as well.
F+HP: His overhead aka Nouten Wari, can be done meaty as the last hit has 3 active frames.
V Skill: Switches into Young Form, KDA changes by one less frame on Side switch. Can be used as an AA, and can convert into Kokus on most trades. On counter hit Zeku switches faster than normal and +2 on KDA. Can Convert off any Teki when combo’d into anywhere as well as Hp Hozanto Switch. KDA varies depending on height of opponent when hit. Best Advantage is from CC CR HP XX HK Koku.
V Reversal: 12 frame start up and does not knock down. +2 on block but doesn’t leave Zeku in throw range, -2 on block. The Range was buffed in Season 4, but the damage was reduced. It’s still a good check for Super Chip regardless
V Trigger 1: Typically the V Trigger most Zeku’s will use. Has a one time use, but does fairly good damage if you can confirm into it and can link into Super. Can cancel into Special on the very first normal used in Itaden. Can be a decent reversal option as it has full invincibility from frames 3-15 or until you press a button during that period of time good to blow up any block strings that have a 3 frame gap or more, Can also be used to “trip guard” from Jump ins. Best route is always MP-MK-HP-HK-Ender for MAX damage.
V Trigger 2: 2 time use V Trigger. Initial Activation is 6 frames so a very good AA DP it has invincibility to all but ground strikes through the active frames, But the second version is 10 Frames, better for Combo extensions due to not being affected by VT activation but still a good AA. Gives Zeku great KDA and will now completely be projectile invincible when it hits. It leaves Zeku in a crush counter state, and even though it’s capable of Auto Correcting and can potentially hit behind Zeku. The DP portion does slightly move him forward so at certain angles it can whiff. Making it a crucial mistake for Zeku, use wisely.
Bushin Gram Koku:
This is Old Zeku’s main projectile/zoning tool. Unfortunately all his normal ones are unsafe on block so spacing is a heavy requirement to avoid most punishment, EX is the only one plus on block initially and can be made +18 at best, all Normal Koku’s can now be made plus, at best they will be +4 on block, and +11 at best on hit . Normal Koku’s have 8/9/10 frames of the projectile that can tag anyone who advances to early, extended hurtboxes or may snipe a neutral jump respectively by strength of the kick. While EX Koku has 20 frames of a Projectile hitbox and will usually always hit 3 times.
LK Koku – Short range about ¼ of the screen but is the quickest of all Koku’s this is typically good to neutralize any projectile with 2 hits as well as a good poke when in close range as this is hard to react to for a jump. KDA on dash up after the knockdown is +1/+6 respectively, against 4 framers this a good KD but LK Ban is better overall if you are comboing from Lights midscreen. Can also whiff punish with this. Only Koku that remained -6 on strike hit on block, but projectile is -3 on block now.
MK Koku – Mid Range about ½ of the screen coverage, good use in the neutral as a surprise poke or to punish Projectiles thrown in the mid-range but wary not to overuse as this does have 20 frames of start up can easily be reacted to, but was made 2 frames faster on whiff 48 Frames total making it easier to AA if someone jumps. Both Strike and projectile versions are -4 on block initially.
HK Koku – Long Range about ¾ of the screen coverage, Similar application as MK Koku but much easier to react to as this has 25 frames of start up but total frames were reduced to 50 Frames instead of 55. Only can combo from St/Cr HP as well, so it’s a good buffer tool when whiff punishing for damage. Strike Portion is -2 so can be used to make up close pressure partially safe, Projectile is also -5 on block initially.
EX Koku – Equal range to MK Koku but starts up at 17 frames. Has 3 projectile hits so can neutralize projectiles up to 3 hits and any less can prevent characters from advancing. Projectile can linger as well so can prevent Jump In combos or interrupt invincible attacks as well if the projectile lingers after the invincibility runs out. +1 on block if the strike hits first, -1 on block if projectile hits first. But at best the projectile portion can be made +17/18. Though this may get changed currently you can Transform into Young Zeku from EX Koku on block, though it’s always negative, respectively – 6 to – 27. Not entirely worth going for unless your opponent is unaware, and can only transform if the strike portion hits first (Zeku’s Leg)
Bushin Gram Teki:
This is Old Zeku’s Anti-air/Aerial Projectile as well as a stable in most of his BnBs on standing opponents. Teki’s will always grant additional KDA to Koku’s when used in combos, for exable LK Teki to LK Koku is +4/+9 respectively. Projectile is roughly aimed at a 45 Degree angle and like Koku the range’s are exactly the same. Use Teki’s in the neutral after Koku’s if you anticipate an opponent NJ or Jumping towards you from Mid/Long Range. Can cancel the recovery frames into Koku or Ban So using Teki to bait those into jumping and AA with Ban is a good tool. All Normal Teki’s will not hit crouching unless done as a meaty tool for the projectile to hit. LK/HK Teki can be -2 to +9, MK Teki can be -4 to +7. Keep in mind if your opponent is aware they can wake up mashing a low to avoid the projectile and punish. EX Teki will always hit crouchers. As of Season 4 at the same window where you can cancel into Koku/Ban, You can now cancel into V Skil and EX Teki on hit only, Granting better KDA for V Skill and Combo ability with EX Teki off MK teki and HK Teki
I won’t go into specific details of each versions Teki as it is not necessary with the exception of
EX Teki – Similar to EX Koku, EX Teki can be a great meaty tool and can also transform into Young Zeku on block under the same premise, The Leg portion must hit first, which requires the opponent to be standing, this makes the ability to do this much harder and the timing is much stricter than Koku’s.
Transform on block can be + on block at best +7 however if done too late it can be identically negative as EX Koku xx Switch. This is good to use and learn because EX Teki when blocked standing is -2, where as crouching it is +5.
EX Teki Meaty can be +5 to at best +22 giving Zeku a free dash on block and still be +5 on block.
Bushin Gram Ban:
While this is traditional a DP with a lingering projectile hitbox, Only 3 versions of Ban have any sort of invincibility. And all 4 versions have CC state and unlike EX Koku and EX Teki, EX Ban does not wield the on block ability.
LK Ban – While it’s damage was reduced by 20 it’s still a good combo tool as it has a longer range than MK and HK Ban and grants Zeku the best KDA when compared to MK and HK Ban. The projectile portion can also hit crouchers so it can be used as a meaty tool as at best it can be +2. Though this is typically set up specific. LK Ban does not carry any form of invincibility but can still be used as an early AA. Which can grant a juggle combo if in range, and a good throw OS if they jump, though HK Ban is respectively better.
MK Ban – This is version beats throws as it has throw invincibility from 1F – 8F. Damage was nerfed to 110 but the range was increased in situation where HK Ban wouldn’t reach in a combo, MK Ban now will, previously only LK Ban would work in those situations. EG. CH St MP, St MP, St lk MK Ban will now work on a crouching opponent.
HK Ban – This is Zeku’s AA DP. 1F – 8F invincibility to airborne strikes. While the range isn’t exceptionally long the projectile can still cover if the strike portion whiffs. This however can lose to Akuma’s Zanku Hadoken unless you hit the sweet spot where the strike portion hits Akuma, and you’ll likely trade with the fireball still, if not done this way Akuma’s Hadoken will project him and grant him a full punish.
EX Ban – This is Zeku’s reversal, Full invincibility from 1F-7F, LIke EX Koku and EX Teki it carries 2-3 additional projectile hit. Has roughly the same range as HK Ban. As of Season 4 you will receive 1.2x damage when punished should move be blocked/whiff on first hit.
Bushin Jakura [Tengen/Kirinkyaku/Gekirinchu]:
Commonly known as Bushin Flip.
Each button grants Zeku a set distance for his Bushin Flip excluding EX which gives you the most forward movement of the Bushin but can halt his forward upon pressing back or crossing up your opponent. Zeku also has 3 moves out of Bushin Jakura as well but NONE of them are overheads they can al be crouch blocked. Frame advantage can vary on small/taller characters listed below is the average on Ryu.
LP Bushin Jakura – is completely stationary with a slight movement forward, this is typically good to use to prevent walk unders with Kirinkyaku or Tengen.
MP/HP Bushin Jakura – Both move Zeku forward with varying distance, think close to MK and HK Koku range essentially to base it on. Can be used to setplay 50/50s
EX Bushin Jakura – Can travel the same distance as HP Flip, Can halt movement by pressing back, all movement will halt once you cross your opponent up, has complete projectile invulnerability until landing or a move is done. Can potentially cause opponents to autocorrect their moves.
Tengen – The grab option of Bushin Flip, can only grab standing oppoennts. EX Does more damage and stun but both give an KDA of +19. Allowing for a dash up meaty throw. Typically only works on opponents unaware of the move or sleeping at the wheel
Kirinkyaku – The Kick Option of Bushin Flip, hits at an 140 degree swooping angle, frame advantage depends on when the move hits. Normal version on block at best +4 and at worst -5, On hit at best +13 and at worst +3. EX Version on block at best +5 and at worst -4. On Hit +16 at best and +3 at worst. EX Version also has an increased hitbox on the very last active frame.
Gekirinchu – The Punch Option of Bushin Flip, only hits cross up. Similar to Kirinkyaku, FA varies on when the move hits. Normal Version on block at best is +5 and at worst is -1/-2. On hit at best is +11 and at worst is +5/ EX Version on block at best is +7 and at worst is +2 (+1 on Abigail). On hit at best its +16 and at worst is +11. EX Version version has a slighty wider hitbox so can cause some fake crossup setups. Where Zeku can hit in front but the opponent must still block the move as a crossup
Itaden – Old Zeku’s version of Itaden has a unique property to it where if you do St MP or Cr MP as the starter, you can delay the next normal in the series by several frames. Acting as a frame trap. His ender will also always be -2 unless done meaty which at best is +3.
Young Zeku
“You chose the wrong opponent”
Young Zeku is much like Guy from previous iteration of Street Fighter, but has his share of differences. Young Zeku is primarily a footsie/rush down character, equipped with a faster walk speed, a Run command with 3 different options, Air Throws, Target Combos, The Trusty Bushin Chain, 2 Different wall jumps. And Normals that closely resemble some of Guy’s and Strider Hiryu’s arsenal, Hozanto to Punish Fireballs and Bushin Sho to Neutralize Fireballs, Young Zeku is usually the go-to option when you want to close the gap and fight within the close/mid range area. And overall has a much easier time dealing damage as he has the longer reach normals
Pros
- Overall has Better Normals/Pokes than Old Zeku, giving him an easier chance at playing Footsies
- Back throw does 160 as opposed to Old’s 150
- Can commit to shimmy’s much easier than Old due to faster walk speed.
- Easy Hit Confirms into Super
- Much more consistent Damage Output than Old Zeku.
- Better options to punish projectiles
- Anti Air Special allows for combo extension leading to better damage
- V Skill can cancel into Super and will always grant + KDA
- Bushin Sho can negate projectile as well as interrupt projectile based special. Also can cancel into Super.
- 3 Frame Cr LP
Cons
- Like Old Zeku does not feature any low cancels at all.
- Cr LK can only link into Cr LP on normal hit.
- Hozantos are all -6 on block, make sure you are perfect when punishing projectiles
- Run Stop is always – on block, making run stop pressure hard to not only abuse, but as well as use against people with character knowledge.
- Has extra recovery frames on ST HP, CR HP, ST HK and LP Hozanto on whiff.
- Has no reversal option besides super and Itaden.
- Limited Anti Air options that are usually meant for specific situations
- Combos from lights must be done at point blank range due to the short range on LP Hozanto/Palm
- Only 2 Crush Counter normals and Only 1 staggers consistently.
Movelist
ST LP: Decent Jab, It’s the starter for Bushin Gokusaken (Bushin Chain).Doesn’t have great horizontal range
ST MP: One of his best pokes and combo starters but not special cancellable, easy hit confirm into Super as it is +8 on hit. +2 on block. It is the also the starter for Young’s TC [MP – HP]
ST HP: Another one of Young’s best pokes, starter of his HP TC, slightly wider hurtbox after active frames for 3 frames but very minimal increase. -3 on block now as opposed to -2 previously. Can cancel from this as well. For Normal Run Stop it is -5 on Block now instead of -4. But +3 on Hit with EX Run and +5 on Counter HIt.
ST LK: One of Zeku’s best meaty tools as it has 4 active frames like Old Zeku’s but slightly less range it can but +3 to +6 on block and +4 to +7 on hit, is the only light normal that combos into EX Hozanto on counter hit but still a good poke tool.
ST MK: Another great poke for Zeku and good tool to confirm into Itaden, can beat lows as his hurtbox is fairly high, also can beat out pokes due to no hurtbox extension until active frames. Also a decent anti-air.
ST HK: A hop kick for Zeku that has differing advantage when it hits an opponent standing or crouching. Standing it is always +3 on hit and -2 on block, But when crouching it can be +5 on hit and 0 on block on everyone except G/Sagat/Urien/Gief (-1 FA) and Abigail/Birdie will always be +3/-2. On Counter hit add +2 to each position.
This normal can also go over low hitting attacks usually kicks on frames 9-19. Starts up in 12 frames.
CR LP: Young’s 3 frame, a good challenge option because of this, also his tick throw button.
CR MP: A great poke/buffer tool for Young, but can only combo into LP/EX Hozanto and Run slide. Can also be used as a buffer into Super but must be within max range of Super. Can combo into MP Hozanto on counterhit.
CR HP: Young’s Crush Counter Stagger, can also cancel into Super so like Cr MP can be a good buffer tool. Also the starter for CR HP TC but has less range than ST HP’s. It is also his best Anti Air normal. At Max Range can be made -4 on block and +2 on Hit. If it crush counters it will be +22 giving Zeku +5 advantage instead of the usual +4
CR LK: Standard low starter for Young but can only link into CR LP unless it counter hits
CR MK: Young’s best low poke has great range and has no hurtbox extension until it’s active frames. Great tool for confirming into Itaden.
CR HK: Young’s sweep, similar to Guy’s Slide but is always punishable, first 7 active frames will cause a knockdown (can crush counter). The last 4 active frames will not cause a knockdown but will be + enough to combo from, at best +6 and at worst +3. Causes a CC Stagger during this portion of the move. Zeku is +14 here.
J LP: Decent jump back Air to Air normal for Young Zeku
J MP: Young’s juggle aerial, hitbox is typically along Zeku’s head level, so a good Air to Air tool but with 2 active frames, timing and spacing is crucial.
J HP: Decent Jump in for Zeku,
J LK: One of his best Air to Air normal, has a great range.
J MK: Young’s cross up, has a slightly wide hurtbox like most and doesn’t have a deep hitbox like Old’s
J HK: His Best Air to Air normal as it has a shorter hurtbox with the season changes. Giving him better priority in the horizontal range.
F+HP: Young’s overhead, has some partial hurtbox reduction on start up. Can be done meaty but cannot combo after
V-Skill: Horizontal range, can be a decent poke, can cancel into Super and always grants + KDA
V-Trigger 1: Same as Old, does not have the stagger option, but has a better space trap opportunity compared to Old’s
V-Trigger 2: Same as Old but changes Young to Old.
V-Reversal: Same as Old’s
Kaeshi Saiha: ST HP – ST HP Target Combo, only special/super cancellable on hit. [K.S for combo annotation]
Kaeshi Ursasaiha: CR HP – CR HP Target Combo, same as K.S. [K.U for Combo Annotation]
Kagerou: K.S into V Skill. Only possibly on hit
Urakagerou: K.U into V Skill, Only Possible on hit
Bushin Soukosou: MP – HP,, Young’s Target Combo [TC] Special/Super Cancel on hit only
Bushin Gokusanken: The Bushin Chain [BC] LP – MP – HP – HK, can do HP only for better KDA but less damage
Bushin Gokusanage: Bushin Chain Throw [BCT], LP – MP – HP – Down HK, must be done on the first hit for HP. Switches side
Sankagu Tobi: Regular Wall Jump Arc
Hassou Tobi: Command Wall Jump, LP goes ¼, MP is the same as Sankagu, HP goes near full screen. Akin to Old’s Koku’s
Bushin Shidenkyaku: Command Wall Dive Kick, which at worst is +1 on block, +3 or 4 on hit. Range is Akin to max range of Old’s Tekis.
Bushin Sho: Young Zeku’s Palm strike, has one hit of projectile neutralization, Good poke because of the hurtbox reduction before the strike and they have 6 active frames also a good stagger use in blockstrings, also has projectile invincibilty, Can be cancelled into Super when he neutralizes a projectile for a potential punish. LP Hits once, – 4 on block and can be made +1, MP hits twice and is -2 on block can be made +3, HP hits 3 times and is +2 on block, can be made +7, EX is causes crumple, and is +2 on block, can be made +7
Hozanto: All 4 versions have a forward movement, similar to Bushin Flip it has set movement, including EX Hozanto. Added 4F of Block Stop. making it easier to punish but still -6
LP Hozanto: moves slightly forward and has Upper body Invincibility from startup to the last active frame, It’s a good Anti Air but has specific spacing so the move will not whiff as it has 10 additional frames of recovery on whiff.
MP Hozanto: Good mid range option to punish projectiles and has low profile status to a degree, also is the combo option from TC and ST HP when no meter is being used for EX Bushin Sho or EX Hozanto
HP Hozanto: Travels a greater distance than MP, close to ¾ of the screen, same as MP Hozanto but can only be combo’d into after EX Bushin Sho for Optimal damage. Season 4 Change, Opponent floats for additional 3 Frames, And Can Stance Switch and combo into MK/HK Ban, LK/EX Koku and V Skill now.
EX Hozanto: Similar to MP/HP with projectile invincibility and low profile, You can jump cancel the second hit but can only go into Bushin Sangoku Otoshi [Air Throw]
Bushin Sangoku Otoshi: Young Zeku’s Air Throw, All 3 Normals version feature a throw hitbox and range is dependent on strength used. EX has a strike hitbox and can grab hurtboxes but this typically works better on buttons that whiff/recovery state. Not as good as Gief’s throw.
Hayagake [Tozetsu/Ashikari/Gekkou]: Young Zeku’s run command, ala similar to Guy’s option, Normal and EX starts up in 8 frames, EX Version causes Zeku to disappear granting complete invincibility until he does a move or stops.
Tozetsu: This is commonly known as Run Stop, The EX Version has a quicker recovery and has 3 frames of invincibility during the start of the recovery frames. From ST HP, Normal Run Stop is -5, while EX is -2 on block.
Ashikari: This is commonly known as Run Slide, Both versions have projectile invincibility from active frames to the end of the move on his upper body and will slide under projectiles. This will lose to Juri’s and Falke’s low fireballs. Can be hard to beat some projectiles with EX version due tto the fact EX Run does move a bit faster than Normal run so timing is strict.
Gekkou: This is commonly known as Run Overhead. Has two hits but can be interrupted easily, as well as thrown before active frames, use is best off as a surprise effort or meaty. Normal Version is -5 while the EX version is -2
Itaden: Cannot Stagger like Old Zeku can but doing ST MP – ST MK – ST HP leaves Zeku at a good distance to space trap despite being -8
Bushin Seiryukyaku: Unlike Old’s, Young’s arcs in a hitbox. Aside from Abi and Birdie, if blocked crouching Zeku is -1 and can force -1 if you do Cr HK into Ender from Itaden String, but will always be -2 for Abigail, Zangief and Birdie regardless. Can be made +3 just like Old Zeku.
Universal
Batsuzan Gaisei: Zeku’s Super, 4 frame start up, has good range so you can punish most things -4 and worse. Has invincibility from start to end of active frames. Hitbox is arching from the ground to just above his head during Active Frames.
Combos
- Annotations:
- ST = Standing, CR = Crouching, OZ = Old , YZ = Young, BB = Big Body, AT = AIR THROW
- VS = V Skill, Palm = Bushin Sho, Run OH = Run Overhead, Run SL= Run Slide CC = Crush Counter, HOZ = Hozanto. SWITCH = Form Switch
- L/M/H = Light/Medium/Heavy associated with either Punch or Kick
- Please keep in mind these are the BnB combos based on meterless, 1-2 EX Moves at max. No combos feature 3 EX moves as Zeku does more damage using Super over 3 EX moves. Keep in mind the MAX damage Super Combo for Zeku is off his MAX damage Meterless combo will be marked with ^. P.S I will list his Counter Hit/Crush Counter Combos but will not display damage/stun for them. All Normal combos displayed will have the Damage and Stun Values. For any KDA please practice these combos in training mode with the Frame Data on to figure the best routes for pressure. I will make a video regarding all the mixups/tech I know even some by TulpaVision(D-GuyofWar)/AngryBird/RLBS/Sanford and Co. As I feel writing it all out won’t make any sense without a visual cue.
- DMG/STUN is the numbers placed, Any OZ/YZ combo noting a move of the other requires a stance switch.
- OZ
- Disclaimer:
- With MK Ban doing 110, it roughly does 4-8 less damage than HK Ban in combos now.
- CR LP X2 – ST LP – LK KOKU; 144/294
- ST LK – ST LP – LK KOKU 139/253
- CR LK – ST LP: LK KOKU 119/253, LK BAN 127/293, MK/HK BAN 143/293
- CR LP – ST LP: LK KOKU 129/253, LK BAN 138/293, MK/HK BAN 153/293
- ST MP – ST LK: LK BAN 176/323, MK/HK BAN 186-192/323
- ST MP – ST LP – LK KOKU – 159/283
- ST MP: LK KOKU 141/235, MK KOKU 150/235, EX KOKU 186/235, LK BAN 150/280,
- MK/HK BAN 168/280
- ST MP – LK TEKI: LK KOKU 195/355, EX KOKU 235/355, OZ VS 203/355
- YZ VS 195/355, LP PALM 171/355, EX AT 251/395
- ST MK- ST MP: LK KOKU 195/355, MK KOKU 194/310, EX KOKU 226/310, LK BAN 194/350
- MK/HK BAN 210/350
- ST MK – ST MP – LK TEKI: LK KOKU 233/415, EX KOKU 268/415, YZ VS 233/415,
- OZ VS 290/415, LP PALM 212/415, EX AT 282/450
- ST MP EX TEKI: [ONLY HITS STANDING OPPONENTS UNLESS COUNTERHIT]
- HK KOKU/HP PALM 255/395, EX AT 287/396, OZ VS 239/355,
- YZ VS 231/355
- ST MK ST MP EX TEKI: HK KOKU/HP PALM 286/450, OZ VS 272/415, YZ VS 265/415,
- EX AT 314/450
- CR MP – ST LP – LK KOKU: 159/283
- CR MP – ST LK: LK BAN 176/323, MK/HK BAN 192/323
- ST/CR HP – HK KOKU – 188/330
- ST/CR HP MK TEKI: MK KOKU 232/405[^], OZ VS 232/405, YZ VS 224/405, MP PALM 224/405
- EX AT 280/445
- ST HP/CR HP – MK TEKI – EX TEKI: YZ VS 287/470, LK KOKU 266/435, RUN OH, 308/470
- (corner) HP PALM/HK KOKU 308/505, EX AT 336/505, RUN SL 294/449
- [Must be standing for ST HP]
- CR HP – MK TEKI – EX TEKI X2: RUN OH 359/525. [MIDSCREEN]
- CR HP – MK TEKI – EX TEKI X2: [CORNER ONLY] OLD VS 347/525, HP PALM 359/555
- [COUNTER HIT LINKS]
- ANY LIGHT – ST MP: lights are +6 on counter hit
- ST MP – ST MP/ST MK
- ST MK – ST HP or CR MP/MK
- ST HP – SWITCH – TC/CR MP
- ST HP – HK TEKI
- [CC COMBOS]
- ST HK – SLIGHT WALK ST/CR HP
- ST HK – FWD DASH [+4] = ST/CR LP
- ST HK – EX TEKI: [distance dependent] HP PALM/HK KOKU/RUN SL/RUN OH/YZ VS
- CR HP MK/HK TEKI: Same combos as CR HP MK TEKI but can land HP Palm/HK Koku if you choose to not use meter.
- YZ
- CR LP/LK – CR LP – LP HOZ: LP PALM 128/358, VS 149/358, RUN SL 156/337 (spacing)
- EX AT 198/393
- CR LP – ST LK – LP HOZ: Same as first but does 15-20 more damage
- ST LK – ST LK – LP HOZ: Same as first but does 35-40 more damage
- CR LP/ST LP/ST LK – BC 327 stun for all, but damage 184/194/204
- CR LP/ST LP/ST LK – BCT 352 stun for all, but damage 174/184/194
- ST/CR MP – TC – MP HOZ: LP PALM 239/465, MP PALM 237/465, EX AT 299/495,
- LK BAN 263/495 [^]
- ST/CR MP – TC – EX PALM – HP HOZ: LP PALM 294/540, MP PALM 309/465, VS 257/465
- LK BAN 314/565, EX AT 344/565, MK BAN 319/565
- HK BAN 324/565, OZ VS 314/540, LK KOKU 309/540
- EX KOKU 334/540
- ST/CR MP – TC – EX PALM – EX TEKI: HP PALM/HK KOKU 336/565
- ST/CR MP – TC – EX RUN STOP – CR LP – BC/BCT: 263/471, 256/481
- ST/CR MP – TC – EX RUN STOP – CR LP- ST LK – LP HOZANTO – RUN SL: 262/484
- Palm and VS do slightly less damage but 496 for stun.
- This is mostly a swag combo, Can do the same off St HP EX Run Stop as well.
- CR MP – RUN SL: 150/208
- CR MP – EX HOZANTO: HP AT 262/395 [EX does +15 on DMG] LP PALM 198/355,
- MP PALM 222/355, VS 309/540, LK BAN 314/565,
- MK/HK BAN 245/395
- K.S/K.U: RUN SL 214/336, VS 206/360, MP PALM 206/360, HP PALM* 230/400
- *corner only for K.U
- ST HP – MP HOZ/EX PALM Variations of CR MP – TC, do 15~ less DMG and 30~ less STUN
- ST HK – CR LP – LP HOZ: LP PALM/ RS: Variation does 70~ more DMG and 80~ more stun
- than CR LP CR LP.
- [CROUCHING ONLY]: Except G/SAGAT/URIEN/GIEF +4, ABIGAIL/BIRDIE +3
- ST HK – TC: Variation does 30~ more DMG and 40~ more STUN than CR MP – TC
- [COUNTER HIT LINKS]
- CR MP – CR MP
- ANY LIGHT – ST MP *however CR LP/ST LK are +6 on CH so CR MP is possible
- ST LK – EX HOZ
- ST MP – K.U: must be point blank range.
- ST MP – CR HK
- ST HP EX RUN is +5 on CH, can link TC
- [CC COMBOS]
- CR HP – FWD DASH [+4] CR LP/ST LP/ST LK – BC/BCT *
- *This is the best option unless you want to spend meter for EX AT*
- CR HP – ST HP: Variations
- CR HP – CR MP: Variations
- CR HP – slight walk – TC: Variations
- VT 1:
- MP MK HP HK – Ender provides the most damage into Super.
Max Damage comes from ST HK in both forms, as long HK does not crush counter with Old.
CONCLUSION
This concludes the Zeku guide, hopefully you’ve grasped the essence of how both forms of Zeku. As tasking as it would be the write all the frame data out, I have chosen not to do so since Training mode does give you the ability to see the KDA you get on every knockdown, the FAT App as well gives you the frame advantage and KDA of all of Zeku’s moves at least on a standing plane. Since Zeku’s KDA can vary in some of his combos this would have taken forever. Thank you for reading, thank you for the patience in waiting for the completion of this. For any questions in the guide please do not hesitate to ask me. If you wish to see the tech I know before the video is out stop by my stream, Deznere on Twitch! Now get to training, so you can enhance the Zeku and Bushinryu Army.
“Korezo Bushinryu”.
Credits:
- Twitch.tv/Deznere
- Deznere’s