|Sankaku Tobi||(Near wall)|
|Hassou Tobi||(During wall jump)|
|Bushin Shidenkyaku||(During wall jump)|
Executed by pressing forward near a wall while in midair, Zeku briefly clings on to the wall. He also has additional follow-ups once he is against the wall.
By pressing punch shortly after Sankaku Tobi, Zeku leaps off of the wall. The strength of the punch button pressed determines the distance of the wall jump. The Light version only travels about 1/4 of the screen. The Medium version covers halfscreen. The distance of the Medium version is also the same as Zeku's Sankaku Tobi if there is no follow-up input. The Heavy version travels almost fullscreen.
By pressing kick shortly after Sankaku Tobi, Zeku performs a diagonal down-forward one-legged driving kick. The strength of the kick button pressed determines the distance of the wall jump. The Light version only travels a short distance, almost putting Zeku back in his original position. The Medium version covers 1/4 of the screen. The Heavy version travels almost half screen.
Zeku is one of a few characters to have access to a wall jump. However, he must be in his younger form in order to use it. Like most wall jumps, it main purpose is to escape the corner. If his opponent is at a distance, Zeku can use Sankaku Tobi to bait his opponent into making a mistake, allowing him to capitalize with a jump-in combo. With Hassou Tobi, Zeku can control the angle of the wall jump to catch his opponent off-guard or to get out of pressure situations.
He also has access to a dive kick. It can surprise his opponent since they need to stand block in order to defend against it. The lower Zeku hits his opponent with Bushin Shidenkyaku, the more advantageous he is. It is recommended aim for anywhere below the torso region to be safe, even on block. Anything higher and Zeku may be punished or may not be able to combo. On hit, however, Zeku is +4, allowing him to get a full combo off of his dive kick.