Harness Your Quan! Zeku General Discussion Thread

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  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    Ex palm combos are ass. You gotta confirm counterhits with ex qcb PP (young zeku).

    More damage and stun than combos with EX Hozanto.
    Froztey wrote: »
    I use st.lk > st.mp, you can set up a tick via st.lk, and if the st.lk CHs you get a st.mp link that's an easy confirm into full TC, better overall payoff for the route and if it's meaty that st.lk is going to counter-hit if it's gonna hit at all tbh.

    When it comes to staggering strings st.lk seems #1 as well, low pushback low blockstun, keeps the pace fast.

    cr.lp > cr.mp is alright, but the payoff is low for a character with as much damage output as Y.Zeku, you're picking up crumbs with just a slide confirm or a LP.Hozanto. You want those beefy EX.Palm combos for nutty corner carry and good follow-ups.

    I guess everyones blockstring options differ, that's the fun of it.

    Also, does O.Zeku f.throw in the corner set-up a meaty cr.hp? As you can tell I'm a by-eye kinda guy and don't use data apps much.

    You don't use cr.mp xxEX Hozanto? It's my favorite buffer with YZ. After training opponents with it mixing up with run stop/run overhead after cr.mp becomes easier.

    Agreed with @Dime on OZ changes, looks accurate. The st.mp pushback makes me mad the most. For YZ I would love to have a better utility for EX air grab, a projectiles invincibility to fight Akuma especially. As it is it's just a more damaging combo ender, useless when I can give up ~20dmg to keep meter. The rest is ok, even if an LP Hozanto buff like Froztey suggested would be appreciated.

    In general the character is good for me,all depends on what Capcom wants to do with the actual top 10 characters who have still something better than him. The annoying part of Zeku is using a form means giving up the other form resources and the change stance would be problematic in some MU.

    Little discover, OZ st.mk is super good against Cammy dives,cover exactly the point she wants to hit with a well done dive. No trades, wins clean.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,906 mod
    I buffer cr.mp xx EX.Hozanto in neutral a lot but don't use it much for hit confirms unless it's specifically from cr.lp > cr.mp counter hit combos
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  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    Froztey wrote: »
    I buffer cr.mp xx EX.Hozanto in neutral a lot but don't use it much for hit confirms unless it's specifically from cr.lp > cr.mp counter hit combos

    Ah ok, I'm trying to use it also as a midrange buffer to keep people from dashing at me, I'm still unable to confirm the cr.mp CH into slide.

    I need to improve my OZ definitely, I'm trying to adjust to his footsies, but coming from Karin way easier ones isn't easy for me. Then even using more YZ cr.hp CC is in my to do list, I don't abuse that button enough
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Is there a list of zeku changes for sfv AE?

    I feel he needs some help with normals speed or range (old), antiairs (young) and recovery frames (both). Also wouldnt mind getting air target combos or a better air grab (it sucks)

    @NCK_Feroce i know there is a combo with ex palm that does more damage but it expends more bar. Anything worth for 1 bar? Show me!

    Also it sucks that zeku cannot croosup after ex palm. Zeku is like a nerfed version of Ibuki tbh. I feel he is in the same position Ibuki was in season 1.
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Forgot to mention but why is (young) s.HK grababble? It looks airbone! But it doesnt work as a shimmy like ibuki f.mk or guile f.hk, he gets grabbed.

    His overhead needs a buff too. Ibuki, balrog, necalli, karin, akuma, ken, urien, etc all have confirmable overheads and zeku got left behind. It should be cancellable into vtrigger imo. If you cannot mixup with s.hk shimmy and confirmable overhead for AE it is gonma be difficult opening up people specially if fireball characters are buffed overall.
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    Is there a list of zeku changes for sfv AE?

    I feel he needs some help with normals speed or range (old), antiairs (young) and recovery frames (both). Also wouldnt mind getting air target combos or a better air grab (it sucks)

    NCK_Feroce i know there is a combo with ex palm that does more damage but it expends more bar. Anything worth for 1 bar? Show me!

    Also it sucks that zeku cannot croosup after ex palm. Zeku is like a nerfed version of Ibuki tbh. I feel he is in the same position Ibuki was in season 1.

    cr.mp,st.mp-st.hp xxEX Hozanto,HP Otoshi (air grab)= 308dmg/495 stun

    cr.mp,st.mp-st.hp xxEX Hozanto,mp Palm =309dmg/540 stun

    The 2nd combo is slightly better because of stun and also a slight better corner carry and oki.
    I agree with the Zeku/ S1 Ibuki comparison, atm we don't know nothing about his changes for S3, hopefully Capcom will improve Zeku where he needs the most,but we have to consider also the actual top tier characters adjustments/nerfs. We'll see.
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Yeah those bnbs are pretty good.

    I think i should share this (some whiff punish tech)

    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Noticed there is no matchups thread yet.

    So far im troubled with Bison, Balrog, Menat and Chun. Basically characters that can pressure young zeku to dead and also outfootsie him in both versions without taking many risks.
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,906 mod
    edited January 2
    Uhhhhh I did NOT know you could do LP.Hozanto > run-slide

    that's some good damage from jab combo

    180 damage from st.lk > st.lk

    142 from cr.lk > cr.lp

    that's so high for a jab confirm
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  • DimeDime Wasting time Joined: Posts: 11,586
    Froztey wrote: »
    Uhhhhh I did NOT know you could do LP.Hozanto > run-slide

    that's some good damage from jab combo

    180 damage from st.lk > st.lk

    142 from cr.lk > cr.lp

    that's so high for a jab confirm

    Well, this might also blow your mind then:

    You can also connect ex airthrow from it :)
    Gettin' my derp on.
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    edited January 2
    Even the j.mp juggle in YZ form could lead to funny things like slide,CA or even a reset with st.HP. Isn't easy btw.
    Noticed there is no matchups thread yet.

    So far im troubled with Bison, Balrog, Menat and Chun. Basically characters that can pressure young zeku to dead and also outfootsie him in both versions without taking many risks.

    Most problems comes from Chun personally. Bison is manageable,but force Zeku to burn some V-meter with VR when he sticks with his buttons, but he can't stop YZ pressure. I didn't face many Rogs atm, vs Menat I choose to play her lame game staying behind her orb, when I'm close enough and the orb is out of her hand I take the risk to get in.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,906 mod
    Dime wrote: »
    Froztey wrote: »
    Uhhhhh I did NOT know you could do LP.Hozanto > run-slide

    that's some good damage from jab combo

    180 damage from st.lk > st.lk

    142 from cr.lk > cr.lp

    that's so high for a jab confirm

    Well, this might also blow your mind then:

    You can also connect ex airthrow from it :)

    Knew that, just didn't know slide could juggle from it thought it didn't have juggle properties
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  • PerthoPertho Capt of Team #Hellspawn Joined: Posts: 22,922 mod
    Noticed there is no matchups thread yet.

    So far im troubled with Bison, Balrog, Menat and Chun. Basically characters that can pressure young zeku to dead and also outfootsie him in both versions without taking many risks.

    http://forums.shoryuken.com/discussion/217434/the-art-of-war-zeku-match-up-thread#latest
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Pertho wrote: »
    Noticed there is no matchups thread yet.

    So far im troubled with Bison, Balrog, Menat and Chun. Basically characters that can pressure young zeku to dead and also outfootsie him in both versions without taking many risks.

    http://forums.shoryuken.com/discussion/217434/the-art-of-war-zeku-match-up-thread#latest

    Jesus i totally missed that! Thanks @Pertho
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • PerthoPertho Capt of Team #Hellspawn Joined: Posts: 22,922 mod
    Lol yeah, I need people to start posting in it so i can start adding strats.

    @Dime mentiones this unsuns dude thats gonna have skme of his games uploades in tje vid thread.

    We definitely need more match up discussion. Chum definitely beats up Old Zeku like she's playing third strike.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • DimeDime Wasting time Joined: Posts: 11,586
    In totally useless knowledge and trivia news.... unsuns is snu snu spelled backwards.

    I think I like this guy.
    Gettin' my derp on.
  • DimeDime Wasting time Joined: Posts: 11,586
    edited January 4
    So from looking at the video thread it becomes pretty obvious that YZ is better than OZ. YZ has more range on just about everything and better anti fireball moves.

    I think OZ needs better koku, personally. Either a buff on startup or a buff on block. Like as it is there isn’t much reason for HK koku to be -6 up close and -9 from far. It should either be +0 at all ranges or -2 at all ranges given its current speed. A move with that much startup makes no sense to have such a huge amount of negative frames and the same for all the other koku. Make them all 2 more negative as the strength goes down, so mk is -2 or -4 and lk is -4 or -6
    Ex Koku should get hk koku range as well.


    This is a pretty big deal because as it stands the old guy has troubles applying his koku against the cast.

    I’d rather a buff on startup than a buff on recovery, personally, but that would be much harder to balance becaus then the hitstun of his normals would have to be adjusted and it’s already perfect and in line with how sf5 works as a whole.

    Hk koku could also use a buff to always KD from all ranges. It’s too weak in its current form.
    Gettin' my derp on.
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    The first buff old zeku needs is making his command jump (bushin jakura) > kick/elbow crossup special an overhead, or make his air command grab to hit crouching characters. No reason to even try the command grab if the opponent learns they have 0 risk by just crouching to that lol

    Akuma command jump would be worthless too if his overhead punch follow up wasnt an oh. I fail to understand the logic behind not making that kick/elbow hit an overhead.

    Old Zeku cr.mp is 8f startup and has extended hurtbox, that normal also suck technically despite hitbox range so a buff there wouldnt hurt.

    Young Zeku lp hozanto needs more inv frames and better hitbox right above zeku, it gets stuffed by some characters and fail to hit characters above zeku sometimes.

    The overhead is very bad. Should be vtrigger cancellable. It is reallyyy bad compared to most oh's in the game.

    Young zeku s.HK should have airbone frames from frame 1

    Both versions of zeku s.HP shouldn't be punished with extra recovery frames if every other character keep their recovery frames intact for crush counter normals in s.3

    Young zeku slide is kinda slow compared to other characters slides

    And finally, for current meta, zeku lacks in crossup mixups. The only "crossup" he got is ex palm, s.Hp, ex hozanto lol and is very negative. Slides should be able to crossup there after an ex palm. A buff that would improve his oki would be increasing combo potential of his j.mp, making it hit after ex hozanto and causing insta air recovery. That would be glorious lol
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • DimeDime Wasting time Joined: Posts: 11,586
    Another really dumb thing about old zeku is, and this is DEFINITELY by design, all his moves that cancel Kara him forward except for his jabs. This is so that he can’t do “safe” frame traps from range... it’s extremely obvious. And this is a point where a lot of people like to throw shit out, like after 2 blocked jabs or a jab,st.mp blockstring.

    One who is intelligent might try to use this to their advantage... hey, if they Kara me forward, maybe I’ll just cancel into ex Koku and move back in... but nope. Ex Koku has a decent amount of pushback no matter what and you will always be outside throw range for no mixup.
    Gettin' my derp on.
  • DimeDime Wasting time Joined: Posts: 11,586
    The first buff old zeku needs is making his command jump (bushin jakura) > kick/elbow crossup special an overhead, or make his air command grab to hit crouching characters. No reason to even try the command grab if the opponent learns they have 0 risk by just crouching to that lol

    Akuma command jump would be worthless too if his overhead punch follow up wasnt an oh. I fail to understand the logic behind not making that kick/elbow hit an overhead.

    Old Zeku cr.mp is 8f startup and has extended hurtbox, that normal also suck technically despite hitbox range so a buff there wouldnt hurt.

    Young Zeku lp hozanto needs more inv frames and better hitbox right above zeku, it gets stuffed by some characters and fail to hit characters above zeku sometimes.

    The overhead is very bad. Should be vtrigger cancellable. It is reallyyy bad compared to most oh's in the game.

    Young zeku s.HK should have airbone frames from frame 1

    Both versions of zeku s.HP shouldn't be punished with extra recovery frames if every other character keep their recovery frames intact for crush counter normals in s.3

    Young zeku slide is kinda slow compared to other characters slides

    And finally, for current meta, zeku lacks in crossup mixups. The only "crossup" he got is ex palm, s.Hp, ex hozanto lol and is very negative. Slides should be able to crossup there after an ex palm. A buff that would improve his oki would be increasing combo potential of his j.mp, making it hit after ex hozanto and causing insta air recovery. That would be glorious lol

    The flip mixup isn’t a high/low. It’s a left/right. The basic mixup is this:

    If they block low they are giving you CRAZY plus frames against ex flip and good plus frames against regular flip. So they actually need to block it high so they don’t give you plus frames and that’s when you grab them. The big problem is that they can just jab out very easily. That’s the real problem with his flips.

    For the ex flip you get a faster flip, more blockstun advantage, and the opponent can’t walk forward out of the elbow and you get a free trap if they try to walk out.

    It’s not an easy mixup to train the opponent into. Use your regular flips to see what your opponent like to try to do then use ex flip to get the damaging stuff in.

    I do think that his grab should maybe beat attacks though. Maybe only the ex version.

    Zeku in general is missing a lot of small shit. Like a high priority aerial attack as an example.
    Gettin' my derp on.
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    Flips are +oB when hits lower,so staying crouch puts the opponent into Zeku mixups,meterless or not. Having kick or elbow overhead wasn't OP looking at Akuma, but whatever. Totally agree with Dime on the Koku startup/recovery stats, the move is strong but not enough to justify such a -oB value. Old is for ranged matchups,but a lot of his normals put the opponent too far after blocking one hit. Personally I use the flip grab the most against big characters who instinctively block standing against every jump attack. I was able to grab Abigail run and Gief Lariat with ease. Against those who try to challenge Jakura A2A I just use the kick followup early to get the juggle and combo with lk dp afterwards, if I have CA stocked I can go for big damage with ease.
  • PerthoPertho Capt of Team #Hellspawn Joined: Posts: 22,922 mod
    On the plus side, no nerfs, on the down side, no buffs.

    Looks like our throws stayed intact too which means we get the forward throw meaty after patch. Time to lab match up specific stuff.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • DimeDime Wasting time Joined: Posts: 11,586
    Also guys, just saying it here, one of Old Zekus most important anti quickrise knockdowns is ex teki>hk koku

    The entire combo starting from st.mk does 301 damage and after a dash zeku is point blank at +2 so he has a legit throw/cr.lp mixup here neither of which can be beat by 3 frame jabs. If they backrise then a cr.hp will CH any normal they wakeup with. This is a strong mixup if they like to quickrise.
    Gettin' my derp on.
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    So we are playing S.3 Zeku and we didnt know lol

    everyone in 2017 and we already in 2018.
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • DimeDime Wasting time Joined: Posts: 11,586
    So my newest shit that I’ve been running through players with is YZ

    Cr.lp,st.lp xx TC confirm. This shit is great. 180 damage from lights is nothing to scoff at and the best thing is that against quickrise you can dash cr.mp and it will beat 3 framers (st.hp against backdash)

    So I’ve been running that confirm off of dash in and crossup. If the crossup is blocked you cr.lp then either frame trap or shimmy. This is very good risk versus reward for the damage it puts out and the best thing is that you always maintain pressure and are building meter for the end of round super.

    This shit is seriously gross.

    I mix it up with cr.mp,cr.lp confirm and go into super off of that or v trigger.
    Gettin' my derp on.
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    I've tried this morning to test YZ j.mp juggle a little bit and found a tricky mixup. When we're able to juggle the opponent with it we can reset with st.lp, hitting the falling down opponent earlier and dash make us cross under (then cr.mp hits meaty), hitting a little bit later make YZ dash staying in front. There's no reason to use run stop here, it's practically what Karin does in the corner already but midscreen. Not a game changer, but if happen I think it's important to know.
  • SanjoSanjo Joined: Posts: 83
    @Dime, by TC you mean bushin chain (lp, mp, hp, hk) ? In anycase, be very careful of your cr.lp. If it hits CH, st.lp hits and st.mp whiffs (due to CH push back). On a positive note, I read somewhere that this CH push back might be addressed in AE. If so, this confirm, which is obviously very good, will be golden. I would like to add that in the corner, you can meaty a fierce palm that covers both wake up timings after bushin chain.
  • SanjoSanjo Joined: Posts: 83
    At the moment, I think that Zeku's main weakness is his lack of a cancelable low forward. This is why an experienced fighter in the Zeku MU will often walk out of range after the first blocked attack. This behavior also seems to avoid the cr.lp - tick throw (but I still have to test that again in training). Right now, Zeku can only punish this with cr.mk, leading to nothing (+2 on hit yay !), for mediocre damage... unless he has is Vtrigger. Thoughts ?
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Mmm zeku cr.lk, cr.lp, L hozanto/vskill makes up for the low pressure, and once zeku gets vtrigger the feet pressure is ridiculous. Old zeku has cr.lk, s.lp, L bushin gram. I hope our vtrigger doesnt get nerfed to 3 bars in a next patch... it is REALLY good for a 2 bars vtrigger
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • SanjoSanjo Joined: Posts: 83
    Mmm zeku cr.lk, cr.lp, L hozanto/vskill makes up for the low pressure, and once zeku gets vtrigger the feet pressure is ridiculous. Old zeku has cr.lk, s.lp, L bushin gram. I hope our vtrigger doesnt get nerfed to 3 bars in a next patch... it is REALLY good for a 2 bars vtrigger

    This doesn't prevent the opponent from crouch blocking first attack and then walking back.
  • DimeDime Wasting time Joined: Posts: 11,586
    Zeku biggest offensive weakness is definitely his lack of low game. It’s a pretty big hindrance I’m not gonna lie, but he slightly makes up for it with flip stuff in old form, and slide in young form.

    Once he gets v trigger he can pop people good for it as well.

    In old form you can cr.lp,cr.lk,st.lp and you can probably autopilot the cancel into Koku nice it’s going to be range anyways. Not great damage but it’s a kd and adds up, you will have to micro step into the car.lk though which is problematic. Can basically do the same string in young as well except cr.lk,cr.lp


    The big problem is that after basically any medium he has no low confirms at all. But this is actually a big problem with most of the cast, even those that have lows have to 1 hit confirm them or risk taking a big punish. This is one reason why characters like ryu can have decent pressure... they can cr.mk xx fireball or ex fireball for relatively free.


    If Zeku could cancel cr.mk though, Jesus he’d be pretty broken for this game, but old form could use it, or at least a walk speed buff. But tbh it’s like I said, his flip is what he’s supposed to use to pressure people. I personally also use cr.mk for small shitty damage, and sweep if the opponent is being super obnoxious with the walk back.

    Gettin' my derp on.
  • DimeDime Wasting time Joined: Posts: 11,586
    If anyone has some time, can you please look at my last few games against a cammy named sacha?

    Seriously have no idea what to do against this. All her pokes beat mine and can never jump at her unless it’s over a poke. It’s seriously fucked that none of Old Zekus pokes can beat hers and he’s got the slow walkspeed. Then ping Zekus pokes are also fucked. Can’t seem to do anything about her st.mk.
    Gettin' my derp on.
  • DimeDime Wasting time Joined: Posts: 11,586
    I’m finding more and more shit to not like about zeku. Newest issue is that an early j.mk doesn’t land me with enough blockstun to frame trap 3 frame lights... basically the opponent gets to mash lights all day long after blocking that jumpin. Which is pretty dumb since OZ jump is 1 frame slower than average and he has no other great jumpin buttons and he has no great pokes. Like seriously my kokus either get stuffed in startup or they get jumped over. Cr.mp is his best poke but it’s slow as shit.

    I’m just not getting some of the design decisions of this character. Who cares if you have everything but all of it is mediocre or below? Koku needs a speed buff. And cr.mp needs to be cancelable if it’s going to be that slow or it needs to be 2 frames faster if it’s not going to be cancelable.

    And both characters could use better walkspeed.

    I’m just frustrated right now. Outpoked, can’t jump, dash is slower at 17 frames, cancels have no range.

    Like he should have some serious strengths to balance this out and other than being slightly “all around” and having admittedly crazy damage, I don’t see it.
    Gettin' my derp on.
  • SanjoSanjo Joined: Posts: 83
    His jump ins are arguably the worst of the cast, his only downward hiting normals (OZ mk hk, YZ mk) having only 4 active frames, a bad hitbox (cross up is shitty) and slow start up. He has many other problems but he is still fun to play, having many moves and variety. That said, I think that he is probably mid/low tier at the moment.
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Maybe im ok with small shitty damage out of lows since i play Ibuki xD she is the same as zeku in this regard. And also vega and i almost always stay claw on
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • serpentaurusserpentaurus just watching Joined: Posts: 4,625
    Imo YZ needs a divekick to keep on with the pressure in safe ways. Fishing for mistakes doesnt get you very far agaisnt real pros
    umvc3: Thor / Dr.Strange / Ammy - Thor / Dorm / Doom - Wesker / Dr.Strange / Vergil - ssf4: Vega
  • DimeDime Wasting time Joined: Posts: 11,586
    I agree with YZ needing a divekick or “something” he’s basically cammy without a low and more hp. I guess he has more da,age as well. But something to stop the easy AA would be good.

    Not that I like divekicks or anything but having something along those lines that is hard to AA would be welcome.
    Gettin' my derp on.
  • PerthoPertho Capt of Team #Hellspawn Joined: Posts: 22,922 mod
    Just realized the dude who wrote the combo thread is an anime dude. Comas are used for links in SF, not => :mad:

    I'm not sure yet what Zeku needs other than longer hitboxes on his Old Form normals. Making Cr.MK +1 or +2 would great. The thing is 8 frames and short as shit. Have it do something other than hit low.
    Ronin Chaos on Pertho:

    "Oh, Pertho. You complete me."
    jimmy1200 wrote: »
    pertho attacked me first, saying i get all my life tips from 106th and park.
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,044
    edited January 7
    We good for now, we still need to totally control Zeku and his forms. OZ cr.mk is slow and short,but it's hard to beat that button because hasn't any hurtbox extension before active frames. This normal exist just for VT cancel purposes and poking, so I'm not triggered at all, every character has an almost useless normal.
  • DimeDime Wasting time Joined: Posts: 11,586
    Sanjo wrote: »
    All the those block strings, as good as they are, only work in the corner (considering that the tick throw is the essential mix-up component). As I said before, all you have to do against Zeku is walk back after first blocked hit and there is no need to tech anything. I play a lot with the same people and once they realised that they could just walk out of range every time, it became much more difficult to open them. I now take a huge risk if I go for the cr.lp tick throw because they react and whiff punish hard. I really think Zeku should have more grab range (0.8 atm), it would solve this problem.
    I decided that this convo was best suited outside the combo thread.

    Yeah if people like to walk out I like to just check them with cr.mk. And use my v trigger to fuck them up. Granted the pokestrings are way less effective against people that just walk backwards, but they aren’t useless at the right time, and also, not everyone really wants to walk backwards and corner themselves.

    Like how are you guys opening anyone that walks backwards? Seems like if it’s that good then that’s all that people would do.

    Granted I’ve played people like this and it’s always funny to see people get their shit blown up because I dashed up into cr.mk xx v trigger.

    Chun has the same people at least for me. Like if you can’t hitconfirm her cr.mk then people just walk backwards and “shimmy” you all day.


    IDK what the answer for zeku is, but the blockstrings do definitely become more powerful once he has v trigger.
    Gettin' my derp on.
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