The Rumble Fish 2/Zen

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TRF2 MAIN ZEN.png

Introduction

Zen's Colors
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
ZEN LP.PNG
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
ZEN SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid 12 - - -7 - -

Far punch forward with solid range.

cl.SP
ZEN CSP.PNG
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
ZEN LK.PNG
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
ZEN SK.PNG
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
ZEN CSK.PNG
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
ZEN 2LP.PNG
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
ZEN 2SP.PNG
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
ZEN 2LK.PNG
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
ZEN 2SK.PNG
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
ZEN 8LP.PNG
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
ZEN 8SP.PNG
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
ZEN 8LK.PNG
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
ZEN 8SK.PNG
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
ZEN 6SP.PNG
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
TRF2 ZEN 6SK.png
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
ZEN 22P.PNG
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
ZEN 236P.PNG
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
ZEN 214P-2.PNG
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
ZEN 623P.PNG
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
ZEN 623K-2.PNG
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
ZEN GRAB.PNG
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
ZEN BOOSTDRIVE-2.PNG
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
ZEN JOLTATTACK.PNG
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 - - - - - -

Universal AA.

Super Arts

Kalpa Shingeki
641236P
ZEN OA1-1.PNG
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)
ZEN DA.PNG
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
ZEN CA1-2.PNG
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
ZEN CA2-10-246P.PNG
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


General
FAQ
Controls
HUD
System
Strategy
Glossary
Netplay
Links
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