Adjustments CE202102 Ver.

ZEKU

Balance Change Overview

Adjustment Description
[Old] Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.
[Old] Crouching LK 1) Shortened start-up from 5F to 4F.
2) Entire move shortened from 14F to 13F.
[Old] L. Bushin Gram - Ban Added throw invincibility from 1st to 5th frames.
[Old] M. Bushin Gram - Ban 1) Extended the hitbox forward on the 1st frame of the attack.
2) Reduced the knockback distance when the strike portion lands.
3) Removed throw invincibility from the 1st to the 7th frames.
4) Added projectile invincibility from the 3rd to the 12th frames.
[Old] H. Bushin Gram - Ban Extended the hitbox forward on the 1st frame of the attack.
[Old] EX Bushin Jakura Changed recovery time on landing from 7F to 4F if no follow-up attack is performed.
[Old] Kuchiyose - Shii (V-Skill II) 1) Added a hitbox that lasts until the projectile hits the ground.
2) Increased recoverable damage on block from 4 (1x4) to 12 (3x4).
[Old] [V-Trigger I] Bushin Bakujasho Added camera animation on hit.
[Young] Back Recovery Adjusted the motion.
[Young] Crouching HP Reduced hitback.
[Young] Kaeshi Urasaiha Lowered combo-count start value.
[Young] Bushin Soukosou Reduced stun damage from 100 to 80.
[Young] Sankaku Tobi/Hassou Tobi/Bushin Shidenkyaku Now enters a special counterable state between the move's beginning and landing.
(If he is hit with a medium/heavy normal or unique attack, he will be knocked down, unable to perform an air recovery.)
[Young] EX Hayagake Made the cancel timing 1F faster for successive attacks, excluding Tozetsu.
[Young] Hozanto Reduced stun damage from 150 to 100.
[Young] EX Hozanto 1) Extended collision box upward when canceled from Kaeshi Urasaiha.
2) Reduced combo count gain when canceled from Kaeshi Urasaiha.
3) Increased combo count limit when canceled from "Kaeshi Urasaiha".
[Young] [V-Trigger I] Bushin Seiryukyaku Added camera animation on hit.

Balance Change Overview

Zeku is able to switch between his old form―for a defensive moveset―and his young form―for a more offensive one.
However, his rushdown in his young form tended toward one strategy: build up stun damage all at once and charge through to victory.
As such, we've slightly lowered the stun damage of moves often used in young Zeku's combos.
In exchange, he has more opportunities to use his most popular moves in both old and young forms, expanding possibilities for his options and styles.

"Bushin Gram - Ban" in old form can now be used more strategically with added unique properties for each move level.
The medium and heavy versions also have longer reach, affording them more utility in combos and counterattacks.
V-Skill II "Kuchiyose - Shii" didn't see much use before,
so we made it more useful by adding a hitbox to the firecracker as it falls.

While young, it is now easier to combo from Crouching HP to "Kaeshi Urasaiha",
then further combo into "EX Hozanto", unlike with "Kaeshi Saiha".
In addition, we sped up the follow-up timing for "EX Hayagake", allowing the long-reaching Standing LK to combo into "Ashikari".
This expands Zeku's offensive options, and lets him down opponents with combos that start from quick counterattacks and light attacks.

【 音量を調整してお楽しみください 】

※メッセージは1件のみ保存できます。

Use Twitter to communicate with other Dojo members, and challenge other fighters to a battle! A great way to sharpen your skills!

CLOSE

The Dojo is a place where like-minded SFV fans can join forces.
All you need to do is to log in to the C.R.I. to join!

  • With detailed search settings, you can find groups of all sorts of players, from casuals, to serious players, and more! Join forces with people who use the same character, or are in the same league, and work together to improve your skills!

  • Can be linked with your Fighters ID and Twitter account, giving you quick ways to communicate!

  • You can use the Dojo stage simply by joining a Dojo! Note: The Dojo stage in-game can contain aspects customized by the individual player. An individual's Dojo stage cannot be customized by anyone else, including the Dojo Master and other Dojo members.

  • The Dojo stage can be customized with items obtained in-game, and through Menat's Fighting Chance! Surprise your opponent with your own personalized stage, start the mind games before the round even begins!

  • You will accumulate Dojo Points as you regularly play SFV! * Dojo Points can be obtained from playing the Arcade, Survival, Extra Battle, Ranked Match, Casual Match, and Battle Lounge game modes.
    * In one day, DP can only be obtained a maximum of 10 times for the Battle Lounge, per each difficulty in Arcade and Survival Modes, and by the total calculation of draws/losses in Ranked and Casual Matches.

  • The Dojo Ranking is calculated from the total Dojo Points from all the Dojo members. Work together with your friends to increase your Dojo ranking!

  • Dojos that earn the top ranking spot will get special Dojo items! Display them in the Dojo and show off to your opponents! Dojo Rankings will begin from October, 2018!

You must log in in order to utilize this Dojo.

In the basic settings, set the Join Authorization to "Not Needed," Join Requests to "Accepting," and the Maximum No. of Members to "100," and you can get a wide range of members! The more members, the bigger the chance you have to get a lot of Dojo Points!

Be strict with your desired league and LP ranking settings to gather similar members, and work together to polish your skills! A direct path to realizing your dreams!

An excellent method to increase communication opportunities. Speaking with your fists isn't the only way get your point across!