Woof-Woof: Ultimate Guide to ZWEI

I go for the unblockable sometimes, the problem is when the opponent knows how to deal with it but it's a reset anyway so yeah it's a good idea till the opponent knows how to escape
 
I go for the unblockable sometimes, the problem is when the opponent knows how to deal with it but it's a reset anyway so yeah it's a good idea till the opponent knows how to escape

thanks! :) with that in mind, i also wanted to see if when they ukemi L or R it messes it up and in that case if following their roll with your 11 or 77K can still catch them. i know that if they don't tech, it messes up the reset and they get out but i figure you guys are the ones to ask considering the length of this topic.
 
the unblockable you meant was 66A+B] 214B ? man this is bad unblockable, really. it can be escaped so easily, 66A+B] 11K is better, atleast you can hit the rollers with it
 
the unblockable you meant was 66A+B] 214B ? man this is bad unblockable, really. it can be escaped so easily, 66A+B] 11K is better, atleast you can hit the rollers with it

oh!, nonononono i meant 66A+B, 11/77K. i know the 214B unblockable is easy to read/counter. sorry for the confusion "XD i mean for using the 66A+B, 11/77K as a reset tech trap against the wall. would you say this is an effective strategy? maybe not against someone who knows how to escape it but would it be the most effective reset against a grounded opponent near a wall that i could do?
 
np, I think I was a bit sleepy to not get it in the first time ^^", yeah the 11/77K unblockable is good even in the middle of stage and the 11k itself tracks very very well, but using the unblockable depends on the opponent and how he reacts. for my own preference I go for B+K BE mix ups and unblockables most of the time since they are more reliable, and almost never go for 66A+B] 11K setup near walls because even if it hit the opponent can escape away from the wall with air control( but I use it in the middle of the stage though) and as I said it's just my own preference
 
If only Zwei had good fast lows
I greatly disagree. That would make ein attacks devasting such as used with 4A or 1(B)...personally im ok with a mid range/zoning and throw game. Zwei is missing alot of things that would make him "good". I think he just seems bad on paper but I think he does ok and is greatly underplayed and often underestimated. We just gotta work the weaknesses around us, he really doesn't need much.
 
The range is enough, but I think it is too slow to be guaranteed. iirc it isn't even guaranteed after a guard break.
 
Sc seems to be filled with such a things

Anyway, when you think about it - even if there is a few frames (like 1-3) gap between mid and low it will still hit most of the times
 
Hey,

i don't know where to post this, since i couldn't find a combo thread.

WR B ~ BT B+K ~ 4x 1K BE ~ A+B is a Combo for 170-190 Dmg
It's not easy to get, you could also just WR B~ 1K BE it would still be 150dmg.

tested against: Leixa, Natsu, Viola, Omega, Zwei, Voldo, Yoshimitsu, Mitsurugi, Algol, Astaroth, Nightmare
Idk why the dmg varies so much, could be bc 1k Be sometimes hit the opponent BT IDK.


Also, something that COULD BE usefull in some cases.

Opponent at the edge:

6B+K (hold and realeas at the right time) ~ A+G_B+G BOTH will RO to the front!

However, you need to make your opponent freeze first, also success rate depends a lot on how good your opponent knows Zwei and this setup. But you know, if he's at the edge waiting, expecting and concentrates so much on this setup, maybe you could just get a A+G throw or BK BE UB in this situation! ;)

Use 6B+K B or A to make them freeze.

Anyways, i don't know if this was posted before since i don't really read everything here, bc (sorry) most of the stuff is just BS and people talking shit to each other. I'm not talking about the Zwei SA but this site in general.
 
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