Rising Up: Zeku bread and butter combo guide — Punishes, confirm combos, juggles, & more

By on October 31, 2017 at 9:00 am
risingup_intro

Zeku, founder of the Strider clan and teacher to Street Fighter and Final Fight veteran Guy, has just debuted last week in Street Fighter V. Like his fellow aged master martial artist, Gen, Zeku is two characters rolled into one, using his ninpo techniques to swap between his current and his youthful body. Unlike Gen, however, Zeku seems to be two fully complete characters rather than two halves of a character, perhaps owing to the fact that he cannot switch as freely between forms. The two styles have different walk speeds, dash speeds, normal moves, special moves, and combos in general. This presents a challenge to any prospective players, who must learn twice as many combos. I’ve just finished doing the legwork so that you all can quickly pick the character up without having to worry about your lab work. Here are your best bread and butter combos that I’ve found for every common scenario. This video features anti-airs, punishes, confirms, counter-hit combos, crush counter combos, juggles, and more.

This is not the full Zeku tutorial I’m working on, but rather simply a guide to his basic optimal combo routes. The combos are all my own findings, alongside a few things I’ve observed from other players. Unlike most characters in SFV, Zeku has a number of different combo routes he can take depending on the amount of meter he wants to spend and the difficulty of combos that he can tolerate, and I’ve chosen the combos that strike the best balance between optimal and consistent. I wholeheartedly encourage anyone watching to point out further optimizations in the comments, for both me and the other players, so that I can amend them into the final video when I release it.

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