Z.W.E.I. General Discussion/Q&A

Good ground game tactic: 66B+A, hold EIN, 33K 11K and release together. Nearly unblockable.

Stylish: After 66B on block, 66B+K. And if you 4A] prior, EIN can be release before the leap and confuse the junk outta your foe.
 
66A+B: – Recovery time of the move has been increased. Reduced the length of block stun for the opponent.

(╯°□°)╯︵ ┻━┻

Seriously? They nerfed him?!
 
I've taken an interest in Z.W.E.I.'S. character as well as his gameplay. There's a lot about him that's unknown. Anyway, I haven't played as him, or against him, but from reading these forums on him, it seemed he was already lacking in some reguards. Don't see a reason why he was nerfed again, when what he needs are some buffs. I think he has a lot of potential, but he can't get anywhere if Namco keeps nerfing him to hell.
 
I'm experiencing a brain fart here... the recovery time of the move has been increased...so it's slower recovery? The block stun of the opponent has been lessened. I get that.

So... 66B+A now means ZWEI takes a longer time to recover, and your foe's stun is shorter. Am I reading this right? Did they turn 66B+A into a foe's wet-super-punish dream?
 
Before we complain too much, what are the new frames? If opponent was cornered, 66A+B gave a free BB or 4KB. As long as it is still + on block, the move is still effective.
 
Does ZWEI have any quick "get off me moves"? Cause one of the worst things i've encountered so far playing him is that he absolutely crumbles under pressure. I dont have anything quick enough to get people off me when they are in close. Even the "slower" characters feel like they're way to fast for any of his attacks to stop them.

Edit: And does he have any good auto tech moves? Like a move that ducks under highs or even a sidestepping one? Cause any time i know a high is coming it feels like i cant capitalize on it cause all i can do is duck.
 
Does ZWEI have any quick "get off me moves"? Cause one of the worst things i've encountered so far playing him is that he absolutely crumbles under pressure. I dont have anything quick enough to get people off me when they are in close. Even the "slower" characters feel like they're way to fast for any of his attacks to stop them.

Edit: And does he have any good auto tech moves? Like a move that ducks under highs or even a sidestepping one? Cause any time i know a high is coming it feels like i cant capitalize on it cause all i can do is duck.
  • 4[A] seems to be his most reliable tech crouch, which is great because you can turn the momentum around and start a frame trap or unblockable of your own. Really useful in tough matchups like Nightmare whenever he goes into NSS at close range.
  • 44A has backstep properties, and is great for making short range moves whiff.
  • 2A doesn't TC until later, but as with most 2A, can stop enemies from attacking during their negative frames.
  • (B) beats fast TC's and deals decent damage on CH.
  • 6A+B is his auto GI, and it's useful against predictable mid strings (like Pyrrha's 66B BE).
That's all I know. 88A looks like it would be a great auto-step move, but somehow it's not. Heck, that move isn't a lot of things...
 
  • 4[A] seems to be his most reliable tech crouch, which is great because you can turn the momentum around and start a frame trap or unblockable of your own. Really useful in tough matchups like Nightmare whenever he goes into NSS at close range.
  • 44A has backstep properties, and is great for making short range moves whiff.
  • 2A doesn't TC until later, but as with most 2A, can stop enemies from attacking during their negative frames.
  • (B) beats fast TC's and deals decent damage on CH.
    6A+B is his auto GI, and it's useful against predictable mid strings (like Pyrrha's 66B BE).
That's all I know. 88A looks like it would be a great auto-step move, but somehow it's not. Heck, that move isn't a lot of things...

Ah thanks very much. The 4A bit will definitely help. I felt so helpless against highs. And his 6A+B does it only counter mid verticals? Or will it work on mid horizontals as well?
 
Agreed. Are there quantifiable numbers to the frame changes ? Lets not over-react
 
66B+K is risky, but can get Zwei out of many situations other characters have to deal with.

33B is a tech crouch and tech step move.

66B also tech crouches.

6B kinda sucks, but I use it as a safe interrupt. It has more range than 2A and it gives pretty good advantage on hit for Zwei, but it's a linear high.
 
Played it last night. It isn't too bad. 66B+A has essentially turned into a move to use on grounded opponents. Holding EIN back on a standing opponent is really dangerous now, however.

No numbers to report for frame data, though. I don't feel ZWEI is broken because of this change.
 
I use 4B and 6B, along with these other attacks. 4B is great because you can BE it after the hit. A lot of times your foe will block 4B, but eat the BE because of the delay.
 
Played it last night. It isn't too bad. 66B+A has essentially turned into a move to use on grounded opponents. Holding EIN back on a standing opponent is really dangerous now, however
Imo that was still the only responsible time to use it, either as free damage or a force block. Hold Ein back on the free damage for a mix-up. Otherwise get your frame advantage on block.
 
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