Introduction
Gender
|
Male
|
Blood type
|
B(Rh+)
|
Birthday
|
May 28th
|
Fighting Style
|
Mixed Blow Combat
|
Birthplace
|
Japan
|
Height
|
175cm
|
Weight
|
72kg
|
Voice Actor
|
Kishimen
|
Stoic fighter searching the world for stronger opponents and hunting down a certain man.
Fun fact (RF2): Manual labor is his special skill. Watching races (primarily motorcycles) is his hobby.
Gameplay
Your go-to shoto clone for the game. Very beginner friendly with easy to use normals and specials.
Pros
|
Cons
|
Beginner friendly with great jump in buttons.
|
Un-enhanced moves are average at best.
|
OA corner carries anywhere on screen.
|
|
Enhanced moves can dominate neutral.
|
|
Version Differences
-Increased the attack power of the LP version finish of Todoroki Fist, changed to non-quick recovery, increased the gap after hit guard (v1.1) The
attack power is the LP version, and the small gap is the SP version is superior
-Removed a special invincibility check in the second half of ground recovery (v1.1)
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
4
|
-
|
-
|
0
|
-
|
-
|
Super fast jab that's also rapid fireable. Has a solid hitbox for emergency anti-airs and great for dash pressure. Might whiff some crouching attacks though.
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
12
|
-
|
-
|
-7
|
-
|
-
|
Far punch forward with solid range.
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
6
|
-
|
-
|
-7
|
-
|
-
|
Good for combo filler when trying to combo from a LP or LK at close ranges.
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
7
|
-
|
-
|
-7
|
-
|
-
|
Visually a standing low but it actually just hits mid. Has good range to harass an opponent but awkward to combo from at the tip.
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
12
|
-
|
-
|
-9
|
-
|
-
|
High kick towards the air. Can be used as an anti-air but it tends to trade due to the extended hurtbox on this move.
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
11
|
-
|
-
|
-9
|
-
|
-
|
Vertical kick straight up. Has a follow up by holding 2SK where he will bring down his leg for another hit.
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
4
|
-
|
-
|
+3
|
-
|
-
|
Insane pressure normal with fast startup and is also +3 on block! AND IT RAPID FIRES! Use this as one of your main pressure tools up close.
|
|
2SP You dare jump against Zen?
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
4
|
-
|
-
|
-9
|
-
|
-
|
Crouching punch aimed to the sky. One of the god-tier buttons for anti-airing with Zen because of it's insanely fast startup and huge hitbox. Press this a lot!
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
5
|
-
|
-
|
-2
|
-
|
-
|
Zen's primary low poke option. Range is pretty big for a short. You can add this to your pressure strings to catch your opponent trying to stand block.
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
7
|
-
|
-
|
-9
|
-
|
-
|
Zen does a big sweep that combos from pretty much any of his other normals. Use this to end combos into a knockdown to safely enhance with 22p.
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
A short aerial jab which you may use for quick air-to-airs. j.LP > j.LK is a solid double overhead option if you wish to use this for jump ins..
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Fist pointed downwards and a solid jump in option.
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
Quick downward kick. Can chain j.LK > j.SK to make a double overhead string if you're jumping in from higher up.
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
This move is way bigger than it looks and it already looks big. Incredible jump in and air to air spacing tool. Hitbox is so big it will almost never trade and will slap most characters out of whatever they are trying to do. Use this move often!
|
|
Command Normal
Ryuto Crush 6P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
28
|
-
|
-
|
-4
|
-
|
-
|
Zen's very slow overhead. It's cancellable into specials so you can combo into a knockdown easily.
|
|
Dragon Scale Break 6K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
17
|
-
|
-
|
-9
|
-
|
-
|
Horizontal step kick. Chains from 5SK nicely but isn't special cancellable. It can be cancelled into OA to confirm though.
|
|
Special Moves
Magatsuhinokami 22K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
22LK/SK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This will powerup all of Zen's specials. LK will give you one power up stock while SK well give you two stocks at the cost of longer startup. You can safely get a 22LK stock after most knockdowns such as 214P or 2SK. You can only hold up to a maximum of two stocks. Stocks are automatically spent when inputting any of his specials to give the enhanced version.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
BD.22LK (in Boostdive)
|
-
|
-
|
22
|
-
|
-
|
-
|
-
|
-
|
While in boostdive Zen already has max stocks at all times. So 22K gets replaced by a short range shockwave attack that does huge amounts of guard bar damage.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
BD.22SK (in Boostdive)
|
-
|
-
|
31
|
-
|
-
|
-
|
-
|
-
|
Same as BD.22LK but slower and more damaging.
|
|
Zanshinken 236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-4
|
-
|
-
|
Wind fireball that goes a very short distance in front.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
25
|
-
|
-
|
-4
|
-
|
-
|
Wind fireball that goes about half-screen.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
STRENGTHENED
|
-
|
Mid
|
25
|
-
|
-
|
+
|
-
|
-
|
Fireball hits multiple times and goes to about full screen.
|
|
Smashing Attack 214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP/SP
|
-
|
Mid
|
8
|
-
|
-
|
-9
|
-
|
-
|
Elbow rush attack. A common special ender to transition into OA or just get a knockdown from a far confirm. LP version will travel a short distance while SP will travel half screen.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
STRENGTHENED
|
-
|
Mid
|
8
|
-
|
-
|
-
|
-
|
-
|
More damaging and also causes a wall bounce you can combo off of. Great for extended combos.
|
|
Todoroki Fist 623P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP/SP
|
-
|
Mid
|
9
|
-
|
-
|
-9
|
-
|
-
|
Invincible DP for anti-airs and reversals. The tornado is a projectile which can nullify other projectiles. This doesn't have the best vertical range when used unenhanced so you're better off using 2SP for anti-airs in most situations.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP-SP
|
-
|
Mid
|
9
|
-
|
-
|
-9
|
-
|
-
|
The 623SP version of his DP has a follow up by pressing the SP button again that will have Zen knockdown his opponent with a downward punch. Essentially giving him a DP that will hard knockdown.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
STRENGTHENED
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
DP takes up the entire screen vertical space and Zen becomes very invulnerable.
|
|
Fang Crushing Leg 214K Don't fall asleep now
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
High
|
26
|
-
|
-
|
-1
|
-
|
-
|
Zen hops straight into the air and comes down with an overhead kick. A rather predictable overhead option but very safe on block. Use this to surprise your opponents every now and then.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
High
|
31
|
-
|
-
|
0
|
-
|
-
|
Same as LK but much slower but 0 on block. Has a higher launch on hit.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
STRENGTHENED
|
-
|
High
|
20
|
-
|
-
|
+
|
-
|
-
|
Fang Crushing Leg gets a wall bounce while also being his fastest overhead option. IT's also plus on block too!
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Throw
|
1
|
-
|
-
|
-
|
-
|
-
|
After connecting a throw you can go for an OTG hit or get a 22LK stock safely.
|
|
Kakondou LK+SP/LP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
All of Zen's specials are strengthened until the bar runs out. Using a Offensive Art during will end the Boost Dive immediately. Has startup invincibility like most BDs.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal unblockable attack.
|
|
Advancing Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Super Arts
Kalpa Shingeki 641236P Offensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
5
|
-
|
-
|
-8
|
-
|
-
|
Costs 1 OFF to use. Great OA super for damage and corner carry. If he lands this Zen will automatically corner carry your opponent anywhere on screen.
|
|
Hoshinsho 214214P (GUARD OK) Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Costs 2 DEF to use. Shockwave super with invincibility for getting opponent's off of you. This is also one of the few DAs that can be done as a guard cancel by inputting the move while in blockstun.
|
|
Rago 2363214P Critical Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
5
|
-
|
-
|
-
|
-
|
-
|
Costs 6 bars. Invincible rush attack for big damage.
|
|
Gorai Senbu 632146K-SK-SP-LK-LP-LP-LK-SP-214P Critical Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Like Rock Howard's Deadly Rave Neo, you'll have to input buttons as the Critical Art is going to get the full super. A golden trophy for all the Zen players who managed to build up the meter to end games with this.
|
|
Combos
- LK> SP> Far SK> 214LP > OA or CA1 (can be omitted) > 2SK > 22LK (ends in stock charge)
- LK> SP> 2SK> 22LK (basic knockdown into stock + oki)
- LP> LK> SP> SK> AA> LP> LK> SP> SK> 214LP (generic AA combo)
- LK> SP> SK> 214LP > 22LK (elbow knockdown + stock)
- 623P> 641236P > 2SK> 22LK (DP confirm into OA followed by stock charge)
- JLK> JSK> 2SP> SK> 632146 + K ~ SK ~ SP ~ LK ~ LP ~ LP ~ LK ~ SP ~ 214SP (jump in combo into CA2)
- Jolt Attack > jump forward j.SK > j.SP land > cl.SK~2SK > 22SK (Joltattack confirm)
Stock Combos:
- Enhanced 214K > jump forward j.SK > land > 2SK > 2SP > 214LP > OA > 2SK > 22LK
- Enhanced 214K > Boost Dive Activation > 214P~D (I-Blow) > (2SP > 5SK > 214P)xn (loop combo)
- Enhanced 214K > 2SK > 2SP > 214LP > OA > 2SK > 22LK (Easy confirm)
- j.LK j.SK > 2LK > 5SP > 5SK > Enhance 214P > OA
Strategy
Having access to a strong set of normals and a well rounded tool kit you're able to balance rushdown with defense easily. Most of your knockdowns will give you the option to either go for 22LK stock charges or OTGs for extra damage. Both of these options may sacrifice okizeme opportunities such as safejumping so you will have to leverage what you value more in a given situation.
For rushdown, using super jump j.SK to approach is a fantastic option with how much range it covers. Dash 2LP/LP pressure is also a great option up close for applying pressure. Converting hits into OA will instantly gain you the screen advantage and force your opponent to deal with his pressure in the corner.
Zoning can be a bit weak without enhanced stocks. Zen's fireball doesn't cover a huge amount of range and is also very vulnerable to jump ins. The enhanced version of his fireball is an insane tool for lockdown with how many hits it has. Because of the weakness of his fireballs, he tends to have trouble winning out in any kind of zoning war.
Defensively, Zen has amazing anti-airs with 2SP and can also air-to-air well with j.SK. A guard cancel DA also allows him to escape a lot of pressure strings and prevent him from being guard crushed.
External Links
https://w.atwiki.jp/trf2/pages/33.html
https://www.youtube.com/watch?v=4_6m1a9xkF0