Introduction
Gender
|
Male
|
Blood type
|
B(Rh+)
|
Birthday
|
May 28th
|
Fighting Style
|
Mixed Strike Hand-to-Hand Techniques (mixture of Bajiquan and Karate)
|
Birthplace
|
Japan
|
Height
|
175cm
|
Weight
|
72kg
|
Voice Actor
|
Kishimen
|
A stoic 18-year old fighter who's full name is actually Zen Yuzuriha (譲刃 漸, Yuzuriha Zen). He used to be a part of the Valor Gang during its height of fame before it was utterly destroyed, and with one of its key members named Rouge mysteriously disappearing during the incident. With only fighting on his mind and almost no other way of life for him, Zen only challenges opponents to get stronger day by day, though he became a feared dojo-buster by the nickname of "Diablo" and many have quaked in fear in the fighting circuit upon hearing of him.
In both the 5th and 6th F.F.S. tournaments, he ends up following leads to the mysterious man named Greed who may have ties to Zen's past....
Fun fact: Manual labor is his special skill. Watching races (primarily motorcycles) is his hobby.
Gameplay
Your go-to shoutouclone for the game. Very beginner friendly with easy to use normals and specials. Though the main thing about Zen is his ability to enhance his main offensive specials with one of his power-up specials. Overall, he possesses solid damage and great combo conversions without too many weaknesses save for his moves being a little laggy and his mixup game being a little slow despite being existent. Even then, he needs to rely on scoring safe knockdowns in order to make use of charging up his specials, otherwise he's limited to playing a simple-yet-effective rushdown/footsies game.
With his Boost Dive active however, Zen for the full duration of it can make use of his enhanced specials to gain an edge over the opponent for as long as he can.
Pros
|
Cons
|
Beginner friendly with great jump-in buttons.
|
Un-enhanced moves are average at best.
|
OA corner carries anywhere on screen, and is an overall great combo ender.
|
A bit committal on some of his animations, and his overheads are a bit easily telegraphed.
|
Enhanced moves can dominate neutral, especially when he manages to activate his Boost Dive.
|
Often requires resources to push his advantage, and needs good knockdowns to enhance some of his moves safely.
|
Version Differences
-Increased the damage of the LP finisher to Gourai Senbu, but it now has increased recovery (which gives it more frame disadvantage compared to the SP finisher). (v1.1)
-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 SK where he will bring down his leg for another hit, which hits overhead.
The said followup is a bit lacking as a quick mixup tool, though it works amazingly in bounce juggles.
|
|
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? 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
Ryuuzusai 6P "Dragon Head Smash" "Dragon Head Smash"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
28
|
-
|
-
|
-4
|
-
|
-
|
Zen's very slow overhead, though it's cancel-able into a number of things such as AA's or specials. However, it can also be cancelled into from Impact Blows to guarantee an advantage.
|
|
Ryuurinha 6K "Dragon Scale Blast" "Dragon Scale Blast"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
17
|
-
|
-
|
-9
|
-
|
-
|
Horizontal roundhouse-step kick that works as a great spacing poke, though it's only cancel-able into either an OA or CA.
|
|
Special Moves
Kakonhou 22K "Calamity Soul Law" "Calamity Soul Law"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
22LK/SK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Zen's main gimmick, which is his power-up special that enhances all other specials. LK will give you one power up stock while SK will 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 (during Boost Dive)
Kakonshou "Calamity Soul Palm"
|
-
|
-
|
22
|
-
|
-
|
-
|
-
|
-
|
While in Boost Dive, Zen already has max stocks at all times. So 22K gets replaced by Kakonshou; a short range shockwave fist-blast attack that does huge amounts of guard bar damage (though on the flipside is slow on startup).
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
BD.22SK (during Boost Dive)
Kakonshou "Calamity Soul Palm"
|
-
|
-
|
31
|
-
|
-
|
-
|
-
|
-
|
Same as BD.22LK but slower and more damaging.
|
|
Zanshinken 236P "Slaying Quake Fist" "Slaying Quake Fist"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
Mid
|
-
|
-
|
-
|
-4
|
-
|
-
|
Zen punches out a horizontal tornado that goes forward. Ground-hugging-yet-bulky projectile that goes a set distance that's very short.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
Mid
|
25
|
-
|
-
|
-4
|
-
|
-
|
Horizontal tornado projectile that goes about half-screen.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
STRENGTHENED
|
-
|
Mid
|
25
|
-
|
-
|
+
|
-
|
-
|
Projectile hits multiple times and goes to about full screen.
|
|
Kaijingeki 214P "Break Swift Attack" "Break Swift Attack"
|
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, and on counter hit launches the opponent to setup for juggles.
|
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.
|
|
Sengouken 623P "Whirling Boom Fist" "Whirling Boom Fist"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP/SP
|
-
|
Mid
|
9
|
-
|
-
|
-9
|
-
|
-
|
Zen punches upwards with a tornado coating his fist. 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 un-enhanced 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 SP version of his DP has a follow up by pressing the SP button again that will have Zen knockdown his opponent with a downward tornado 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.
|
|
Gasaikyaku 214K "Fang Smashing Leg"
Don't fall asleep now "Fang Smashing Leg"
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 stomp kick. A rather predictable overhead option but very safe on block. Use this to surprise your opponents every now and then or to try and catch one of their options with a read via this move.
|
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
|
-
|
-
|
+
|
-
|
-
|
Gasaikyaku gets a wall bounce while also being his fastest overhead option. Thanks to an extra explosion effect on the stomp, 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 "Calamity Soul Path" "Calamity Soul Path"
|
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.
|
|
Advanced Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Super Arts
Offensive Art
Koujin Resshingeki 641236P "Aeon Swift Violent Quake Attack" "Aeon Swift Violent Quake Attack"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
5
|
-
|
-
|
-8
|
-
|
-
|
Costs 1 OFF to use. Zen elbows his foe and upon connecting runs at them to punch them continuously against the wall before finishing with a kick.
Great OA super for damage and corner carry. If he lands this, Zen will automatically corner carry your opponent anywhere on screen.
|
|
Defensive Art
Houshinshou 214214P (GUARD OK) "Roaring Quake Pierce" "Roaring Quake Pierce"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
10
|
-
|
-
|
-
|
-
|
-
|
Not to be phonetically confused with Hazama's command normal overhead. Costs 2 DEF to use. Shockwave stomp 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.
|
|
Critical Art
Ragou 2363214P "Silk Throat" "Silk Throat"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
5
|
-
|
-
|
-
|
-
|
-
|
Costs 6 bars. Either from afar, Zen unleashes a souped-up version of Zanshinken that only does multiple hits with no knockdown, or up-close when he connects with the upper-palm-stomp, he performs a whirlwind punch that does more damage akin to cinematic super and knocks away to the wall.
|
|
Critical Art
Gourai Senbu 632146K-SK-SP-LK-LP-LP-LK-SP-214P "Booming Thunder Whirling Martial" "Booming Thunder Whirling Martial"
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
A Deadly Rave nod out of many, where 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.
The LP version finishes with an uppercut that somewhat resembles Sengouken, and actually appears to be impossible to use a Quick Recovery on, but a standard recovery would work instead. However, it has quite a bit of recovery so it's for sure a committal option.
The SP finisher however, has Zen perform a Kakonshou which while not having as much damage, is far safer on block.
|
|
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 safe-jumping 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, while 6SK is one of his main footsie-spacing tools.
External Links
https://w.atwiki.jp/trf2/pages/33.html
https://www.youtube.com/watch?v=4_6m1a9xkF0