Zeku Compendium

1–  Zeku Compendium

Combos

 

Punish Combos
Note that these all work off of s.HP, but c.HP forces stand and MK Teki doesn’t work on crouchers
S.HP works if you get a Counter Hit s.MK or punish an EX dp
Combo Dmg Notes
cr.HP xx MK teki xx MK koku 232 | 405
cr.HP xx MK teki xx Transform, V-skill 224 | 405 8 less damage for v-meter and positioning, worth it
cr.HP xx MK Teki, EX Teki xx Transform, walk forward, V-Skill  287 | 470 One bar for v-meter building, not too hard to time
st.MK, st.MP xx EX teki xx HK Koku 286 | 450 Easier than above, more dmg than c.HP starter
c.HP xx MK teki xx EX Teki xx EX Koku 301 | 435 Not worth it but exists, YZ enders do more for 1 bar
cr.HP xx MK Teki xx MK Koku xx CA 470 | 405 Same as meterless but with a super
Combos Ending in Young Zeku
cr. HP xx MK teki xx Transform xx MP Palm 224 | 405 Can end in super
cr. HP xx MK teki xx Transform xx Run Slide 232 | 381 Slide must be timed, better corner carry 
cr. HP xx MK teki, V-skill 232 | 406 Build v-meter but bad oki
cr.HP MK Koku EX Koku xx Transform, Run Slide 294 | 449 Requires a slight delay for slide, good corner carry
cr.HP MK Koku EX Koku xx Transform, Run Overhead 308 | 470 Overhead must be done fast, best damage and stun

 

Knockdowns and Set-Ups

Meatie options are after the ‘ | ‘. I’ve elected to leave out some options, but LMK if you really want to see alllll of it.
 

Quick Back No Rise Both +Frame Advantage | Post Dash Oki Calculator SFV SIM

 

Throw oB oH Notes
QR:  s.HP, c.MK
No rise: s.HP | LK Ban, delay c.HP or s.HK LK Ban is +2 on this knockdown but misses crouchers

 

+2: MK Koku, EX Koku, HK Ban, Bushin Flip Grab  oB oH Notes
QR: +19 | +2 f.dash | c.LP, throw
BR: +24 | +7 f.dash | c.HP, c.MK c.MK is only good if you use VT1 to punish walk back
Both rises c.LP | c.HP 4th active on back rise 
No rise: +78 f.dash, throw, f.dash, c.LP | c.HP
No rise: +78 f.dash, c.LP, s.LK, s.LP | s.MK  +4 +9 3rd active, frame traps 3f w/ s.MP, s.HP combos
Notes: 
-MK Koku is also +2 when comboed from MK Teki
-For EX Koku by itself, you are +2 after two dashes

 

+3: YZ V-Skill, EX Teki xx HK Koku, HK Koku, 
CC. s.HP xx MK Teki xx HK Koku 
oB oH Notes
QR: +20 | +3 f.dash | all lights, throw, s.MP c.LP is light of choice
BR: +25 | +8 f.dash | c.HP, s.HP, c.MK
BR: +25 | +8 f.dash | s.MK  +4 +9 Corner, 3rd active, s.MP frame traps 3f, s.HP combos
No rise: +79
Notes: On BR off s.HP CC combo only c.HK and c.MP reach, but you can catch jab recovery with s.HK.

 

+4: Sweep, MP Hozanto V-Skill, LK Teki xx LK Koku, HK Teki xx HK Koku  oB oH Notes
QR: +21 | +4 f.dash | all lights, throw, s.MP, s.MK c.LP preferred light
QR: +21 | +4 c.LP | c.HP, s.HP, c.MK, c.HK For landing close sweeps. f.HP works without c.LP
BR: +26 | +9 f.dash | s.HK, LK Koku s.HK often whiffs but catches jabs, s.HP can’t reach
BR: +26 | +9 c.LP | c.HP, s.HK For close sweeps, c.HP last active
Both Rises s.LP | c.HP Corner only, c.HP last active
No rise: +80
Notes: As of 3.5, LK Teki xx LK Koku is not a very relevant combo. LK Teki xx Transform xx V-Skill is the same damage and stun, gives V-Meter, has better corner carry, and gives you backrise options.

 

+5: EX Ban, CC c.HP xx HK Teki xx HK Koku, 
EX Teki xx EX Koku, YZ HP TC V-Skill enders
oB oH Notes
QR: +22 | +5 f.dash | s.LK, c.LK, s.MP, c.MK The LKs hit 2nd active so +3 OB and 3f trap into s.MP
QR: +39 f.dash, c.LP | c.HP EX Teki xx EX Koku only, 2nd active
BR: +27 | +10 f.dash | s.HK, c.HP
No rise: +80
Notes: 
-EX Teki xx EX Koku has a lot of advantage (+39 on QR) so set-ups require a double dash
-Off EX Ban, QR meaties lack follow-ups and on BR nothing reaches

 

+6: MK Ban oB oH Notes
QR: +23 | +6 f.dash | s.HP, c.MK, c.MP The LKs hit 2nd active so +3 OB and 3f trap into s.MP 
QR: +23 | +6 f.dash | s.MP +4 +6 Corner only, 2nd active, s.MP combos, s.MK 3f trap
BR: +28 | +11 f.dash | s.HK c.MK is only good if you use VT1 to punish walk back
No rise: +81

 

+7:MK Teki xx Transform, YZ V-SkillMK Teki xx LK Koku, EX Koku xx LK Teki oB oH Notes
QR: +24 | +7 f.dash | c.HP, s.HP, s.MK s.MK second active, s.MP 3f trap
BR: +29 | +11 f.dash | s.HK, c.HP On BR 4th active
Both Rises f.dash | c.HP Corner only, on BR 4th active 
No rise: +80

 

+1: LK Koku, MP Palm xx Transform
QR: +18 | +1 f.dash | c.LP Trades with 3f jabs
BR: +23 | +6 f.dash | s.HP, c.MK   If you can single hit confirm, s.MP and s.MK are usablel
No rise:
Notes: The QR is only useful against 4f characters, but people backrise so often that this actually comes in handy.

 

Crush Counter Sweep oB oH Notes
Can’t Rise: f.dash, throw, s.MK | s.MK +4 +9 3rd active, s.MK is a 3f trap, s.HP combos.

 

LK Teki oB oH Notes
Both Rises s.MK, f.dash | c.HP On BR last active
No rise: s.MK, f.dash, c.HP, f.dash, f.dash | throw, c.LP, s.MP
Notes: This is a very solid mid-screen both rise set-up. There is a lot of KDA, so probably room for shenanigans.
On QR and BR you can manually time a throw from this set-up, but BR requires a walk-up.
Credit to AutoMattock and this video. Check it out for more ideas on what to do after

 

MK Teki oB oH Notes
Both Rises s.LK, s.LP, f.dash | c.HP On BR last active
No rise: s.LK, s.LP, f.dash, c.HP, f.dash, 
f.dash | c.LP, throw
Notes: Solid mid-screen both rise set-up. There is a lot of KDA, so probably room for shenanigans.
On QR and BR you can manually time a throw from this set-up, but BR requires a walk-up.
Credit to AutoMattock and this video. Check it out for more ideas on what to do after

 

VT1 Ender  oB oH Notes
QR:  HK Koku Dash, s.HK only connects if they hit a button
Both Rises c.MP | c.HP Corner only, On BR hits last active 

 

LK Ban oB oH Notes
QR:  f.dash | c.HP, s.HK, walk up s.MP/throw c.HP hits 4th active
BR:  HK Koku, f.dash walk-up c.HP
No rise:

 

V-Trigger Cancel Sweep  oB oH Notes
QR: 
BR: 
No rise:

 

Critical Art oB oH Notes
No rise: Microwalk s.HK, LK Koku

 

Choosing Combo Enders for Oki

Choosing combo enders for damage, oki, or transformation
Note: Not updated for Season 3.5
Off Lights
 
Off Mediums
Dmg and stun is off s.MK, s.MP
 
LK Teki, LK Koku (+4) – 219/380
Both (corner): S.lp/s.lk *c.HP*
 
LK Teki xx Transform xx V-Skill (+3) – 219/380
 
LK Teki (+45) – 170/310
Both Rises: s.MK, dash, c.HP
 
EX Koku (+36) – 324/310
 
LK Teki xx Transform xx V-Skill gives more reliable oki and v-meter, so it is a better choice than LK Koku. In the corner, LK a great option as you can cover both rises with c.HP.
 
LK Teki by itself loses a notable amount of damage and stun, but lets you cover both knockdowns with c.HP. You can also transform to YZ and continue pressure [set-up?]. IMO, worth it a lot of the time.
 
EX Koku is your best one bar option against crouching opponents if you are comboing from s.mp without s.mk as EX Teki won’t combo after s.MP on crouchers.
 
Off Heavies 
Dmg and stun is off c.hp
 
MK Teki 
161/285
 
MK Teki xx LK Koku 
241/405
Both (near or in corner): Dash c.HP/s.hp/manually timed throw 
 
MK Teki xx MK Koku 
249/405
Both (in corner): C.lp c.hp
 
These last two have an interesting relationship. Since the damage difference is so small, you can basically choose which one you want to use based on your desired oki. In the corner, it is a bit of a different story. Both have set-ups to cover both wake-ups with a CC, but the LK Koku ender doesn’t require you to be fully in the corner
 
HK Teki
HK Teki LK Koku
260/440  
Both: f.dash, f.dash, c.HP add dash c.lp c.hp for no rise
 
HK Teki HK Koku
308/520 
 
HK Koku gives a respectable +4 knockdown. If you were convinced they were going to hit a button though, you can end with LK Koku.
 
EX Grams
DMG/stun off of s.MK s.MP
 
EX Teki LK Koku  (+7)
280/415
 
EX Teki HK Koku (+3)
301/450
 
At the expense of 21 damage, the LK Koku ender gives you a crush counter meatie (c.HP) on quick rise. MK Koku ender has no utility as it is less damage and the same knockdown as HK.
 

Young Zeku

Combos

 

YZ Punish Combos
Combo Dmg Notes
c.MP, s.MP xx s.HP xx MP Shoulder xx MP Palm 257 | 465 After a jump-in you have to be deep for the c.MP, s.MP to connect so sometimes leaving c.MP off is better
c.MP, s.MP xx s.HP xx EX palm, HP shoulder, MP palm 309 | 540 You can also end with VS for the same damage and more stun
c.MP, s.MP xx s.HP xx EX palm, EX shoulder, HP air throw 340 | 565 2 Bar version of above, not totally worth it
s.HP xx EX palm, st. MP xx HP xx MP shoulder, MP palm 322 | 600 A stronger 1 bar combo, but less consistent, especially after a jump in
s.HP xx EX palm, st. MP xx HP xx EX palm, HP shoulder, MP palm 364 | 660 2 bar version of above
s.HP xx s.HP xx HP palm xx CA  468 | 499 Strongest I could find into CA (Bafael’s note)
Ending in Old Zeku
cr. MP, st. MP xx HP xx MP shoulder, V-skill 251 | 565
c.MP, s.MP xx HP xx MP shoulder xx Transform, LK Ban 263 | 495 Oki isn’t great, so VS ender is usually better, but oki is good in corner
c.MP, s.MP xx HP xx EX palm xx Transform, c.HP 258 | 465 This sacrifices some damage to reset into a flip mix-up with OZ
cr. MP, s.MP xx HP xx EX palm, HP Hozanto, EX Ban (double check) 339 | 565 If you really want to use both bars but also want to end in OZ, this is the one

 

Knockdowns and Set-Ups

YZ’s oki overlaps a lot across knockdowns: Runstop back rise options overlap with dash quick rise options, and one knockdown’s dash options match another’s run stop options. His knockdowns have so much advantage you could opt to manually time a bunch of stuff too if you feel like it.
 

Quick Back Delayed Both +Frame Advantage | Post Dash or Run Stop Oki Calculator SFV SIM

 

+11/+5: MP Palm, LP Hozanto xx LP Palm, VT1 Dash Sweep oB oH Notes
QR: +28 | +11  f.dash | c.HP, s.HK, s.HP, c.HK c.HP third active, f.dash s.MP combos on CC
QR: +28 | +5 Run Stop | s.LK, c.LK, c.MP, s.MP s.LK hits second active, s.MP combos
BR: +33 | +10 Run Stop | c.HP, s.HK, c.HK c.HP second active, f.dash s.MP combos on CC
Both Rises f.dash | c.HK, EX Run Overhead On BR,c.HK leaves them standing and EX Run is -1
No rise: +87
Notes: LP Hozanto has enough float time that you can hit LP Palm a little late and end up getting the grounded LP Palm knockdown which is +7/+1
https://www.youtube.com/watch?v=iPlxoawxiOc

 

+5: Run Overhead oB oH Notes
QR: +22 | +5 f.dash | s.LK, c.LK, c.MP, s.MP s.LK is second active, s.MP combos
BR: +27 | +10 f.dash | c.HP, s.HP, s.HK, c.HK c.HP second active, f.dash s.MP combos on CC
No rise: +71

 

+12/+6: Run Slide, HP Palm, 5HP xx 5HP  oB oH Notes
QR: +29/+12 f.dash | s.HP s.HP 2nd active, CH combos to s.MP, non-CH to c.LP
Both Rises f.dash | c.HK On BR, leaves them standing for a combo
Back rise: (for run slide)
QR: +29/+6 Run Stop | c.LK, s.LK, s.MP, c.MP s.LK hits third active, s.MP combos
BR: +34/+11 Run Stop | c.HP, s.HK, c.HK c.HP third active, f.dash c.MP combos on CC
No rise: +88

 

+6: LP Target Combo (Kick Ender) oB oH Notes
QR: +23 f.dash | s.LK, c.MP s.LK, last active, s.MP combos, c.MP frametraps 3f
BR: +28 | +11 f.dash | c.HP, s.HK, s.HP, c.HK c.HP third active, f.dash c.MP combos on CC
No Rise: +82

 

+15: LP Target Combo (Grab Ender)  oB oH Notes
QR: +15 c.HK, microwalk c.HP or s.HP
QR: +15 | +3 c.LP | c.LP, throw, s.MP Corner only
No rise: +64

 

+13: s.HP and c.HP Target Combos xx Run Slide, OZ Forward V-Skill oB oH Notes
QR: +13 s.HK, small delay c.HP, c.HK s.HK is 3rd active, +7 on hit, s.MP combos
QR: +13 | +1 c.LP | c.LP
BR: +18 | 1 f.dash | c.LP
No rise: +72
Notes:
-Off of run slide you can also just walk-up and pick whatever option you would like
-OZ Forward V-Skill is +12 by itself or off of LK Teki, but +13 off of MK Koku, but QR and BR set-ups are the same.

 

Sweep oB oH Notes
QR: +17 s.LP | c.LP, s.LK, c.MP s.LK 2nd active, s.MP combos
BR: +22 | s.LP | c.HP
BR: +22 | +5 f.dash | c.LP, s.LK, c.MP s.LK 2nd active, s.MP combos
No rise: +66

 

Throw oB oH Notes
QR: +12 c.HK, walk forward s.HK VTC s.HK for a follow-up
No Rise: +61

 

Back Throw oB oH Notes
QR: +14 c.HK ` Catches jab recovery
No Rise: +63

 

Air Throw oB oH Notes
QR: +16 c.HK, microwalk c.HP c.HK leaves standing
No Rise:

 

Critical Art oB oH Notes
QR: +16 Slide, microwalk c.HP, microwalk s.HK c.HK leaves standing, s.HK only option is VT1 dash
No rise:

 

+4: VT1 Ender oB oH Notes
QR: f.dash | throw, c.LP, s.LK, s.MP s.LK hits 2nd active, combos to s.MP
BR:  f.dash | c.HP, s.HP, s.HK, c.HK
No rise:

 

+14: OZ V-Skill oB oH Notes
QR: +14 c.HK, s.HK, short delay -> c.HP or s.HP
BR: +19 | +2 f.dash | c.LP, throw, s.MP
No rise:
Notes: V-Skill is +15 after MK Teki, so some delays may need to be added here and there. For back rise, you need to react to back rise before landing which seems doable

 

+10/+4: c.HP Target Combo oB oH Notes
QR: +27 | +10 f.dash |
QR: +27 | +4 Run Stop |
BR: +32 | +15 f.dash |
BR: +32 | +9 Run Stop |
No rise: +86

 

+7/+1: LP Palm (grounded or late after LP Hozanto)  oB oH Notes
QR: +24 | +7 f.dash | 
QR: +24 | +1 Run Stop | c.LP, throw
BR: +29 | +12 f.dash |
BR: +29 | +6 Run Stop |
No rise: +83

 

V-Trigger Cancel Slide oB oH Notes
QR: +36
BR: +41
No rise: +89

 
Situational
VTC CC Slide?
LP Hozanto +48
MP & HP Hozanto +49
 

Tech and Guides Collection

 

Guides/In-Depth
Zeku
Automattock’s Video Guide: Pt. 1 Pt. 2 
Guy of War’s Zeku Start-Up Guide Volume 1
AlwaysMash Zeku Guide
Automattock’s WIP Text Guide 
Old Zeku: Baiting reversals, Armour and Anti Airs 

 

General
Old Zeku Young Zeku Zeku
OZ: CA Range Properties YZ: s.HK Potency Zeku: CA Beats Ken CA
OZ: CC c.HP HK Teki OS YZ: Overhead Hurtbox Properties
OZ: Ban (DP) Properties Breakdown YZ: Close Anti-Air Options
YZ: s.HK Conversions and Pressure
YZ: Palm Uses and Oki
YZ: c.MP Whiff Punish
YZ Wall Jump  
YZ: Prejump Frames Wackiness [has this been patched out?]

 

Combos (Not compared against S3.5 changes)
Old Zeku Young Zeku Zeku
OZ: 583 DMG VT Corner DP Punish YZ: EX Palm Trade Conversions OZ CC c.HP AA + VT Transform
OZ: Corner CC 2 Bar 412 DMG YZ: 419 DMG 2 Bar Karin DP Punish
OZ CC Combo  YZ: 387 DMG 1 Bar Karin DP Punish
YZ: 1 Bar Combos vs Crouchers
OZ: Post Corner Throw Whiff Anti-Air  YZ: Max DMG Combo
OZ: VT Ender Trade Tech  Microwalk combos
OZ: Corner LK Koku Trade Combos Who YZ optimal 1 bar combo works on 
OZ: Anti-Air DP Conversions High dmg combos
OZ: Backthrow Set-Up/Combo YZ Walljump 2 Bar VT Conversion 
YZ: EX Palm 3 Bar Trade Combo

 

Pressure, Resets, and Shenanigans
Old Zeku Young Zeku Zeku
Corner Cross-Up w/ EX Bushin Flip Run Stop Reset and VT Double Meaties Zeku: Anti V-Reversal
OZ: Right Corner Cross-Up w/ EX Bushin Flip off Sweep  Anti V-reversal tech
CC Sweep Flip 50/50
Corner Flip Cross-Up

 

Okizeme and Setplay
Old Zeku Young Zeku Zeku
OZ: Corner Teki Oki MP Target Combo Sweep Oki  Zeku: YZ to OZ c.HP Oki
OZ: Corner Oki from LK Teki LP Palm Both Rises Zeku: LK Teki Transform Oki [real cool]
CC Sweep Bushin Flip Mix-Up YZ: 3F Oki Sequence Zeku: Corner Oki [to text]
Variation of AutoMattock c.HP Oki Tech  Mid-Screen Ambiguous Cross-Up Oki
OZ: Plus on Hit Overhead Corner Meaty YZ: Both Rises Overhead Set-Up
OZ: c.HK Teki Oki (convert to text) YZ: EX Palm Setplay
OZ: Ambiguous Corner Cross-Up  YZ: Ambiguous Corner Cross-Up
OZ: Sweep LK Gram Oki (Mid-Screen)  YZ: Light TC Oki – Both Rises w/ Palm
OZ: Meaty Teki Corner Stuff Pt. 1 YZ: Corner Palm Oki
OZ: Meaty Teki Corner Stuff Pt. 2  YZ: Corner Palm Stuff
OZ: Corner Teki Both Rises  Corner Both Rises 
OZ: Corner Oki w/ LK Koku 
OZ: Corner Meaty Ban (Plus and juggle after)
OZ CC Sweep Oki 
OZ: Corner Sweep Oki 
Reset into EX Teki 
OZ Sweep set-ups 

 

V-Trigger
Old Zeku Young Zeku Zeku
VT Ender Both Knockdowns Corner Oki c.HK VTC frame trap ->760 stun combo CC c.HP VT Dash Transform Cross-Up 
OZ: Wacky CC c.HP VT Dash Mix-Up TC VTC frame trap ->760 stun combo VT1 Whiff Punish
OZ: VT Time Freeze Anti-Air Concept YZ: VT Dash Cross-Up Gimmick

 

Match-Ups
Old Zeku Young Zeku Zeku
OZ: Dhalsim s.MP Whiff Punishes YZ: Dhalsim j.MP Whiff Punish Zeku: Anti-Rashid EX Whirlwind Tech
OZ: Beating stMP/stMK Round Start YZ: Dhalsim s.MP whiff punish Zeku: Character Specific – YZ s.HK frame data and OZ corner flip cross-up (convert to text)
OZ: Anti-Rashid EX Whirlwind Bushin Flip Tech  YZ: Ryu c.MK versus Normals Range [Versus OZ as well?]
OZ: Anti-Akuma Jump Fireball w/ c.HP (from Hatson)
OZ: Anti-Akuma Jump Fireball w/ EX Flip (from xGodlyy on Zeku Discord)

 

Transformation Tech
Old Zeku Young Zeku Zeku
OZ: Double Transformation Combo (just for swag and v meter build-up?) YZ: V-Skill Corner Oki Zeku: Transformation Set-Ups [this is cool, does yz c.lk work w/ first set-up?]

 

Sequences
Old Zeku Young Zeku Zeku
OZ: Throw Bait Sequence YZ: 1000 to 0 Sequence Double Transformation Combo+Oki
Zeku: Oki Sequence

 
Sequences
https://twitter.com/KJustinCredible/status/923931413975650309
https://twitter.com/jav1ts/status/923766434680930304
https://twitter.com/Tsunay0sh11/status/922979461980663809
https://twitter.com/KJustinCredible/status/925056198398955521?s=09
https://twitter.com/DaFeetLee/status/923018693747109888 [or under oki?]
https://twitter.com/DaFeetLee/status/922985636088467456 [or under oki?]
https://twitter.com/Vagabond_FGC/status/923019035981295617 [or oki…make separate oki sequences section?]
https://twitter.com/AutoMattock/status/923379423868530688
 

Match Videos
Old Zeku Young Zeku Zeku

 
Match Vids 
Note: These compilations are all from around week 1, so keep that in mind 
Tokido Early Zeku Compilation
Xian Early Zeku Compilation
Sako Early Zeku Compilation
Momochi Early Zeku Compilation
Poongko Early Zeku Compilation 
Momochi vs Fuudo Capcom Cup 2017 – Currently one of the few recent instances of Zeku being used in tournament
[Majorboy]
[Mago?]
[Add newer compilations]
https://www.youtube.com/watch?v=6e_y_XI631I
https://www.youtube.com/watch?v=6e_y_XI631I
 

Fun/Swag/Etc.
Old Zeku Young Zeku Zeku
OZ: lolol EX Teki Anti-Air Conversions  YZ: Silly Air Grab Combo Zeku: Silly Swag Situational Anti-Airs
Desk Combos : )
Desk Video 😀

 
To be Reviewed/Converted to Text:
https://twitter.com/i/moments/923045566279450625 – big compilation of tech, will likely integrate
https://twitter.com/AutoMattock/status/950979944192102402 – look at convo too, good
https://www.youtube.com/watch?v=6lesemxAEbMthis is good
https://twitter.com/DevSF4/status/945829338754232320?s=09
https://www.youtube.com/watch?v=cnWrwAH-JlY
https://www.youtube.com/watch?v=4iEVmmxz7i0
https://gfycat.com/HandyOddDavidstiger
https://www.youtube.com/watch?v=1m0G6pCqsLY
https://www.youtube.com/watch?v=a_6Lh7rjrB8
https://www.reddit.com/r/StreetFighter/comments/78r5jd/zeku_tech_and_useful_info_extremely_powerful/
https://www.reddit.com/r/StreetFighter/comments/78nozg/weekly_character_discussion_zeku/
https://www.eventhubs.com/news/2017/oct/26/zekus-ex-bushin-gram-stays-active-long-time-even-after-hes-been-hit-check-out-footage-sako-poongko-combos-tech-and-more/
https://www.youtube.com/watch?time_continue=16&v=r2ugrxvD8iA
https://www.youtube.com/watch?time_continue=4&v=6vaNJu0t4VI
https://www.youtube.com/watch?v=QKN3XzE2HOU
https://www.eventhubs.com/news/2017/oct/24/street-fighter-5-zeku-day-one-roundup-5050-guessing-game-corner-huge-damage-potential-and-comboing-after-traded-shoulder/
https://www.reddit.com/r/StreetFighter/comments/78jshl/zeku_notes_just_for_start/
https://pastebin.com/vSQtsM2k
https://www.youtube.com/watch?v=uwqCl3sZTBc 
Long Playlist of Tech [Filter Through]
https://discordapp.com/channels/369239973985124353/369240424881324034
https://gfycat.com/HandyOddDavidstiger
s.HP Transform: https://twitter.com/jav1ts/status/923006419670110208 [Parse tweet]
https://www.youtube.com/watch?v=OKv84WYoI1g&feature=youtu.be
https://twitter.com/AutoMattock/status/923391177352777728 (compare with data on hand)
https://www.youtube.com/watch?v=_0fgyX6xA-A&feature=youtu.be
https://www.youtube.com/watch?v=qtRN8IbnpPk
https://twitter.com/DaFeetLee/status/922964281171369985 [convert to text]
https://www.youtube.com/watch?v=zqU-073GofE
Random tech: https://www.youtube.com/watch?v=H_uM4X_4HWE
https://clips.twitch.tv/BovineSpunkyTroutTooSpicy [convert to text]
https://www.youtube.com/watch?v=s1W5WIvfj1o&feature=youtu.be
https://www.reddit.com/r/StreetFighter/comments/79k112/some_thoughts_after_playing_zeku/
https://clips.twitch.tv/ToughQuaintButterKappaWealth
https://twitter.com/Deznere/status/925485436964925445
https://twitter.com/jav1ts/status/925558349114019840
https://twitter.com/jav1ts/status/925523041068765184
Xian’s Thoughts on S2 Zeku
 

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