Seven ate you
[08] Mercenary
I made this list to try to summarize all of the things Z.W.E.I. has that make him unique, rare for a character to have or just good things in general may it be a single move or across multiple moves.
I personally think Z.W.E.I. is both underrated but isn't that great but I created this list to simply have everything that may have been over looked.
Also I should note that I am no Z.W.E.I. expert
Although I did make a guide to Z.W.E.I.'s movelist and his B+K BE just to help out people who need more tools for Z.W.E.I.
But the point is I will need help with this list and it is opinion so you could list something I find useless because you can find it viable in a match.
Now that I got that out of the way lets get to the actual list itself.
His distancing: His distancing game I believe is unique for the fact that you have either a 66B as a TC and 6A+B to aGI ranged meds to keep opponents from doing reactable or predictable moves at range and 66A+B to catch them guarding.
Moves to make people hesitate: He has B, BB, [ B ], 4B, 4B BE, 4[A], 4A, 66A+B and 66[A+B] to keep a mind game with his fake outs.
Guard damage: Probably one of his staple thing, he has guard damage at range with 66A+B and 66A BE which the 66A BE can be lead into a KF B safely, and for close range he has B+K BE which can be scary to interrupt and his guard breaks can normally lead into a 1 combo.
Interesting wake-up game: His wake-up game can usually lead into a 2K/3K or some other fast mid or just 66A+B to get into the distancing game with guard damage and can be even more complex with 1 as a combo ender.
66B+K: This move is kinda interesting considering it jumps over your opponent and can be used after 2K for a weird mix-up game.
Good against noobs: This kinda speaks for itself although we all knew this.
Well I listed everything I like about Z.W.E.I. besides his swag.
I personally think Z.W.E.I. is both underrated but isn't that great but I created this list to simply have everything that may have been over looked.
Also I should note that I am no Z.W.E.I. expert
Although I did make a guide to Z.W.E.I.'s movelist and his B+K BE just to help out people who need more tools for Z.W.E.I.
But the point is I will need help with this list and it is opinion so you could list something I find useless because you can find it viable in a match.
Now that I got that out of the way lets get to the actual list itself.
His distancing: His distancing game I believe is unique for the fact that you have either a 66B as a TC and 6A+B to aGI ranged meds to keep opponents from doing reactable or predictable moves at range and 66A+B to catch them guarding.
Moves to make people hesitate: He has B, BB, [ B ], 4B, 4B BE, 4[A], 4A, 66A+B and 66[A+B] to keep a mind game with his fake outs.
Guard damage: Probably one of his staple thing, he has guard damage at range with 66A+B and 66A BE which the 66A BE can be lead into a KF B safely, and for close range he has B+K BE which can be scary to interrupt and his guard breaks can normally lead into a 1 combo.
Interesting wake-up game: His wake-up game can usually lead into a 2K/3K or some other fast mid or just 66A+B to get into the distancing game with guard damage and can be even more complex with 1 as a combo ender.
66B+K: This move is kinda interesting considering it jumps over your opponent and can be used after 2K for a weird mix-up game.
Good against noobs: This kinda speaks for itself although we all knew this.
Well I listed everything I like about Z.W.E.I. besides his swag.
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