66K and 3K-safe mid body attacks to get through some pesky GI's, build a decent amount of meter
3A-Mildly unsafe mid stepkiller, can try to use shenanigans with the second hit but some keep can punish both with a tech crouching move I'd figure. Can BE for combos/pressure/to catch people who are smart enough to duck.
66B-Safe, albeit steppable, mid. knock down on NH. Can tech trap after some stuff like 1A. On hit you can tech trap with 3A.
66B-Safe mid. Can be used to approach. The canned follow up can be ducked but if they duck they give up the advantage on block it would've given. Keep in mind...and this is some bullshit, you can EASILY react to the high. It's ridiculous tbh. That said a lot of people currently just duck as soon as they see 66B. Enjoy it while it lasts. =\
6B-not a throw out there move but its the only Zwei move that can punish moves with some pushback(like his A+B). IDK the frames but it's a fast high with decent-ish range and on hit gives enough advantage that 1B trades with his AA and throws beat it. On CH you get a tiny stun. Can't seem to combo off but you get a mix ups/re-establish spacing.
1B- On its own its a safe decent range mid. Once your opponent stops acting like you're going to bring out Ein by twitch ducking you can start doing just that. Keep in mind the mixup isn't in his favor and I like 1B just as a go to poke.
6A+B- You'd be AMAZED at the shit you can do with this move. Some people(myself included) go on autopilot upon seeing 1B and just go for in iWR tech crouch mid for solid damage. So 1B->6A+B stops that. It also gets you out of pesky strings like Aeon/Cerv BBB(you should probably just QS though). That said it only catches mids. Throws, highs, and lows will still nail you. Adjust with your opponent.
B/(B)-Very good pushback, NCC for 45~ damage. Decent speed. Cannot be QS'd between the hits, can however be Auto-GI-ed so it's a bit gimmicky. Which is why B is there too. By doing this you can keep your opponent guessing and randomly throwing out Auto-GI's. Means advantage is heavily in your favor again. I tested this with Zwei vs Zwei and if they 6A+B you after seeing B you get a free 3aA+B+K or 3B.
iWS Moves- iWS B is his go to launcher imho. Linear and slower than 3B it seems, but I can't 6B/AA it at all. On top of that you have iWS A to catch them if they start stepping when you enter crouch. iWS K is just a poke I like to throw out. If they start attacking you with a quick mid then you can do things like g2->QS, or G2->6A+B. Also have our FC A and throws. If they start 2A-ing there's 9B or just block, they just gave up advantage.
8A+B- I like to play around with it. It's slower, linear, not much damage. It is however safe with a tech jump, but it starts pretty slow tbh. I just like it when I'm anticipating a grab.
9B-Safe on block, more or less instant tech jump. 25 Damage.
66A- Safe but Slowish anti step move, short range like most of Zwei's stuff. It works though. Knockdown on any type of hit, some acceptable damage.
Throws- Our main mix up tool. Not as much damage as most other characters, but we get a solid combo off A throw for some meter or you can settle with 4A for no meter, a total of 34 damage, and pushing them out a bit. Can catch people stepping. B-Throw, for some ungodly reason, uses up Ein for a bit so you can't use him right after. Dumb, but yeah.
6A-Decent anti step tool. Slowish, high, doesn't catch his right if quick stepped that way. Good range for Zwei. But 3A kind of covers those weaknesses. Make sure you mix them up properly.
Idk that's pretty much all the moves I use outside of some other stuff like 2K, 66A+B on grounds, 33bA+B+K whiff punishes when I've got 150% meter for that monster CE combo etc.