|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-bar 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 move is immediately performed on activation, with Zeku having about twenty-five seconds to use a second 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. 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, much like other invincible anti-air attacks, it is very unsafe on block and 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 while also enhancing Zeku's knockdown pressure. After performing the move, Zeku remains very close to his opponent, which gives him better okizeme than most other enders. 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 and juggled into EX Bushin Gram - Ban or EX Ashikari, tacking on some extra damage from the conversion.
Compared to his first V-Trigger, Karura Tenzan is less versatile, being unsafe on block and not having much to convert from following the attack. The attack is primarily used as an ender, resulting in a notable amount of scaling for the initial activation, unless it's used raw to whiff punish or anti-air the opponent. However, its side switching, okizeme, and EX followups can help Zeku continue his momentum or start it with an invincible reversal, which is especially useful for Young Zeku's offense.
|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|