|Street Fighter V||+|
Executed by pressing Heavy Punch and Heavy Kick simultaneously, Zeku leaps straight up while kicking upwards, similar to Bushin Gram - Ban. A vertical energy wave trails his foot, forming a slashing arc. A high pitched sword swing sound plays during the move. After the attack, Zeku performs a back flip as he descends to the ground. If the move hits his opponent, Zeku changes into his other form, jumps with his arms spread out and spins toward them, hitting them multiple times with his arms. By pressing and holding forward, Zeku can reappear behind the opponent.
Just like Zeku's first V-Trigger, Karura Tenzan is 2-bars V-Trigger, which means that he doesn't have to lose much of his health to obtain this move. It is also possible to use this attack twice in a single round. This V-Trigger can be used in both his old and young form.This move is performed on activation. Once activated, Zeku has about twenty-five seconds to use Karura Tenzan. Doing so, however, drains his entire V-Gauge.
This move functions primarily as an anti-air. Sharing similar properties to that of a Shoryuken, it is solid for catching jump-ins. Zeku is During the command dash, Zeku is invincible to projectiles, throws, and mid-air attacks from frames 1-17 of the move. This makes Karura Tenzan a decent whiff punish tool, especially against fireballs. It also gives Young Zeku an invincible anti-air attack. However, it is very unsafe on block. During the recovery frames of this attack, Zeku is vulnerable in a Counter Hit state.
This V-Trigger gives Zeku a combo ender that is essentially an enhanced V-Skill, letting him attack his opponent and switch forms. It can be cancelled from his special attacks, such as Bushin Gram - Koku or Bushin Sho. It inflicts respectable damage and stun. Karura Tenzan also enhances Zeku's knockdown pressure. After performing the move, Zeku remains very close to his opponent, which gives him better okizeme. Additionally, by pressing and holding forward, Zeku can use Karura Tenzan to escape the corner and reapply pressure back to his opponent. It can also be cancelled into his Critical Art.
Unfortunately, this V-Trigger lacks depth. Cancelling into Karura Tenzan does not make Zeku's attacks safer on block. Also, players can be creative with combos to lessen the damage scaling during his first V-Trigger. Sadly, this attack is going to have a lot of scaling since it is only used to end combos, unless it's used raw to whiff punish the opponent.
|Zeku's Move List|
|V-Triggers||Bushinryo Shingekiko • Karura Tenzan|
|Critical Arts||Batsuzan Gaisei|
|Unique Attacks||Nouten Wari|
|V-Skills||Fukuro • Kuchiyose Shii|
|Special Attacks||Bushin Gram Koku • Bushin Gram Teki • Bushin Gram Ban • Bushin Jakura|
|Unique Attacks||Kubi Kudaki • Kaeshi Saiha • Kaeshi Urasaiha • Bushin Soukosou • Bushin Gokusanken • Sankaku Tobi|
|V-Skills||Tenpo Kari • Kuchiyose Bii|
|Special Attacks||Bushin Sho • Hayagake • Hozanto • Bushin Sangoku Otoshi|