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The '''Bushin Gram Teki '''is one of [[Zeku]]'s special moves in ''[[Street Fighter V]]. ''It is one of the variants of Zeku's [[Bushin Gram]] technique.
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The '''Bushin Gram - Teki''' is one of [[Zeku]]'s special moves in ''[[Street Fighter V]]''. It is one of the variants of Zeku's [[Bushin Gram]] technique.
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{| align="center" border="1" cellpadding="1" cellspacing="1" style="width:180px;"
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|+'''Input'''
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|-
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!''[[Street Fighter V]]''
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| style="text-align:center;"|[[Image:Arcade Stick QCB.png|Quarter-circle backward]]'''+'''[[Image:Arcade Button Kick.png|Kick]]
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|}
   
 
== Description ==
 
== Description ==
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[[File:BushinGramTeki.jpg|thumb|250x250px]]
Executed by performing a quarter-circle back motion and pressing kick, [[Zeku]] pivots and twists his body away from the opponent. He then kicks upwards using a horizontal backwards heel kick, turning a near 360 degrees in the process. Zeku's foot projects an energy trail which forms a slashing wave. The move launches an opponent on impact. A high pitched sword slash sound plays while Zeku kicks.
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Executed by performing a quarter-circle back motion and pressing kick, [[Zeku]] pivots and twists his body away from the opponent. He then kicks diagonally upwards using a horizontal backwards heel kick, turning a near 360° upon completing the move. During the kick, a trail of energy projecting from Zeku's foot creates a black slashing wave. A high-pitched, slashing sound of a sword plays as Zeku kicks.
   
 
== Tactics ==
 
== Tactics ==
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[[File:StreetFighterV_3_19_2020_5_14_33_PM.png|thumb|280px|Zeku slashing his opponent with Bushin Gram-Teki.]]
Similar to the [[Bushin Gram Koku]], the start up and recovery time increases depending on the intensity of the button pressed. Similarly, the length of the slashing wave and the damage increases depending on the intensity of the button pressed, with fierce being the strongest and longest version. It's primarily used in combos, but can be used as a circumstantial poke and zoning tool too (albeit much less reliable than the Koku).
 
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Bushin Gram - Teki is not as versatile as Koku. This attack is mostly used to extend combos. Hitting the opponent with this move puts them in a juggle state, allowing Zeku to follow-up with another attack. Similar to the other variants of the [[Bushin Gram]], the properties of the move change depending on where the move connects. Hitting the opponent with the kick not only results in additional damage, but it also causes them to fall much slower.
   
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As the opponent descends, Zeku has an opportunity to inflict more damage. One of his options is to use [[Bushin Gram - Koku]] with the same intensity to knock the opponent back and reset the neutral game. He can also follow-up with [[Shukumyo]] or his [[Fukuro |V-Skill]] to safely switch to Young Zeku and deal some good damage while doing so.
Similar to the other variants of the [[Bushin Gram]], the properties of the move change depending on where the opponent is hit. The opponent will take increased damage and will fall much slower if hit by Zeku's leg rather than just the wave.
 
   
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Similar to the [[Bushin Gram - Koku]], this attack is treated like a projectile. It can be used to neutralize other arching fireballs, such as [[Nishikyu]] or [[Yoga Fire]]. Despite its appearance as a wave slashing diagonally upwards, this move is a very poor anti-air attack. Due to its slow startup and fixed angle of the wave, the opponent can easily interrupt this attack and get a full jump-in combo of their own.
Most of the time, Bushin Gram Teki is used in a combo for the launch-juggle state it puts the opponent into. It's usually followed up with a Bushin Gram Koku with the same intensity or a [[Fukuro]] (his [[V-Skill]]).
 
   
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The startup, recovery, damage inflicted, and range is determined by the strength of the kick button pressed. The Light version has the fastest startup. However, it inflicts the least damage and covers about 1/4 of the screen. The Heavy version inflicts the most damage and covers more than half the screen. Conversely, it has the slowest startup and recovery. Regardless of which version is used, Bushin Gram - Teki whiffs if the opponent is crouching. To ensure that this move hits the opponent, Zeku can use Crouching Heavy Punch to put them in a standing state.
The Teki has a longer start up and recovery time than the Koku, making it more easily punished. Additionally, it completely whiffs crouching opponents.
 
   
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The [[EX]] version has the same range as the Medium version. However, it has a slightly faster startup . It also inflicts more damage than the Heavy version. Unlike the normal versions, EX Bushin Gram - Teki hits multiple times even after the wave has disappeared. The EX version also hits, even if the opponent is crouching. It is mainly used to juggle the opponent even more for additional damage. In the corner, Zeku can get a left-right mix-up by using [[Bushin Jakura]] as the opponent quick rises.
The [[EX]] version of the move hits the opponent multiple times and hits crouching opponents too.
 
   
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==Gallery==
The move also has [[projectile]] like properties. This gives it the ability to cancel out other projectiles.
 
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<gallery>
[[Category:Zeku's Special Attacks]]
 
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BushinGramTeki.gif|Zeku's Light, Medium, Heavy, and EX Bushin Gram - Teki.
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</gallery>
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{{Zeku1}}
 
[[Category:Attacks]]
 
[[Category:Attacks]]
[[Category:Projectiles]]
 
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
[[Category:Articles in need of images]]
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[[Category:Zeku's Special Attacks]]
 
[[Category:EX-able Attacks]]
 
[[Category:Projectiles]]

Revision as of 00:16, 20 March 2020

The Bushin Gram - Teki is one of Zeku's special moves in Street Fighter V. It is one of the variants of Zeku's Bushin Gram technique.

Input
Street Fighter V Quarter-circle backward+Kick

Description

BushinGramTeki

Executed by performing a quarter-circle back motion and pressing kick, Zeku pivots and twists his body away from the opponent. He then kicks diagonally upwards using a horizontal backwards heel kick, turning a near 360° upon completing the move. During the kick, a trail of energy projecting from Zeku's foot creates a black slashing wave. A high-pitched, slashing sound of a sword plays as Zeku kicks.

Tactics

StreetFighterV 3 19 2020 5 14 33 PM

Zeku slashing his opponent with Bushin Gram-Teki.

Bushin Gram - Teki is not as versatile as Koku. This attack is mostly used to extend combos. Hitting the opponent with this move puts them in a juggle state, allowing Zeku to follow-up with another attack. Similar to the other variants of the Bushin Gram, the properties of the move change depending on where the move connects. Hitting the opponent with the kick not only results in additional damage, but it also causes them to fall much slower.

As the opponent descends, Zeku has an opportunity to inflict more damage. One of his options is to use Bushin Gram - Koku with the same intensity to knock the opponent back and reset the neutral game. He can also follow-up with Shukumyo or his V-Skill to safely switch to Young Zeku and deal some good damage while doing so.

Similar to the Bushin Gram - Koku, this attack is treated like a projectile. It can be used to neutralize other arching fireballs, such as Nishikyu or Yoga Fire. Despite its appearance as a wave slashing diagonally upwards, this move is a very poor anti-air attack. Due to its slow startup and fixed angle of the wave, the opponent can easily interrupt this attack and get a full jump-in combo of their own.

The startup, recovery, damage inflicted, and range is determined by the strength of the kick button pressed. The Light version has the fastest startup. However, it inflicts the least damage and covers about 1/4 of the screen. The Heavy version inflicts the most damage and covers more than half the screen. Conversely, it has the slowest startup and recovery. Regardless of which version is used, Bushin Gram - Teki whiffs if the opponent is crouching. To ensure that this move hits the opponent, Zeku can use Crouching Heavy Punch to put them in a standing state.

The EX version has the same range as the Medium version. However, it has a slightly faster startup . It also inflicts more damage than the Heavy version. Unlike the normal versions, EX Bushin Gram - Teki hits multiple times even after the wave has disappeared. The EX version also hits, even if the opponent is crouching. It is mainly used to juggle the opponent even more for additional damage. In the corner, Zeku can get a left-right mix-up by using Bushin Jakura as the opponent quick rises.

Gallery