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

Oh and some things I found:
Combo: 3B, [A], 66BA for a total of 79 points of damage I believe. Very useful. Forgot to check if it can 1B reset.
Guard break combo: 66A+B etc.
When doing the WR B, BT B+K, A+B, if you do A+B at the last moment, you will get either 85 or 87 points of damage. They skid across the ground or something. Interesting.
 
I haven't tested it yet. They probably can be though lol. If they can't the 33B combo would be broken. I mean there's no character that can do half damage with just half bar of meter right? Oh wait.
So yeah I would like someone to test the air control because my second controller has no batteries and I have no spares as of now.
 
Anyone know how to do WR B quickly? I realized you could do it after a GI but's I can't do it consistently.

iWR B is i30, hold guard and down, when you see Zwei crouch release both guard and down and hit B quickly for iWR B... You get +24 after a GI so its more of a re-GI whiff punish, it can be a good tactic but I like 66A+B too...
As for your combos:
33B{BE}, 66BA and 22*88A, 1K{BE}, {B}, A+B
They are all AC'able, 33B{BE} can combo into CE near the wall, or you can dash into 2K if you're fast/ close enough for about 81d. 22*88A, 1K{BE}, A+B is about 69d. but you need to be close and hit them at the right angle so its fairly inconsistent on top of 22*88A being unsafe in general. 22*88A, 1{B} is about 38d. and allows for 1{B} setups/ rushdown. 22*88A, B+K is a combo and tech trap against F/B/L/R if 22*88A hits at the right angle, I believe the opponent needs to have thier head at your feet for the right angle...
If you're really quick about it you can do 33B{BE} dash into 3AA(slight delay) which does about 96d. but its tough to get and can be AC'd to the back.
If the opponent doesn't AC at all, 33B{BE}, 4A+B combos for about 100 to 104 damage.

On a separate note, I found that if you delay the 2nd hit of 4B{BE} past 15 frames it will not combo!
The 2nd hit is i1 after blocking 4B, practice the delay with record command in training (Zwei vs Zwei) and play it back, if the BE knee clashes with B/ 4K/ 2K (all i15) then you have the timing (but keep practicing)... If either of those options hit before the knee you've taken too long, you'll notice it won't combo if you let 4B hit you...
 
Well. its been awhile so I will double post just this once. Anyone found any uses for Zweis Taunt? It refreshes Eins cool-down so I figure someone might have found a use somewhere.
 
Ok guys... I know about that B+K BE glitch where Ein can come out after you used B+K and etc. But... what about this?
At first, I could only do it 2 times in a row and it was by accident once. I noticed and I practiced in training mode and apparently you can avoid Ein's cooldown with BT B+K if you keep pressing B+K with a certain timing. Spamming B+K doesn't work. It's almost like a slight delay in the input. In this vid, I did it three times. But I've actually been able to pull it off twelve times so far. In terms of usefulness, I'm not sure if this is helpful :/
 
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Well. its been awhile so I will double post just this once. Anyone found any uses for Zweis Taunt? It refreshes Eins cool-down so I figure someone might have found a use somewhere.

If you are against an opponent who likes to GI Ein.
You can recall Ein if the opponent backs off so you can have him ready to go when you are ready to pursue.
Its a cool taunt when you recall Ein after you have won.
 
I haven't found any uses for K+G taunt... The recovery is too slow, I'll have frames for that later, it feels pointless in the sense that if I use it to cancel EIN (like 4{A}, K+G-cancel) maybe to bait a GI whiff etc., that I'm potentially left at minus a billion when I could have just delayed EIN for longer (making it harder to read). To top that off you can't immediately resummon EIN after K+G taunting, the taunt its self has cool-down. It cancels EIN but it doesn't cancel how unsafe you are, that factor only gets worse. If 4A connected it would be wiser to attempt the perfect delay timing to pressure the opponent rather than canceling EIN, make the most of 'em...
 
I know what you mean. WR B, does seem like one of Zwei's better moves, but on paper 66B is better in almost every other way except safety, but even then -12 doesn't quite mean -12 when your opponent is looking for 66BA. Then again, WR B is probably safer to whiff, but that's just my intuition tell me that.

WR B is slower, has less range (pretty certain anyway), and has a less reliable TC window. The combo does do more guaranteed damage, but I am very willing to play oki games with 66BA especially if my opponent doesn't know how to deal with B+K BE.

Over all I think WR B is a riskier angle of attack, but the rewards from landing 66BA are up in the air as well. It's not a bad move by any means, but it doesn't answer anything other Zwei moves don't (except for the reverse ring out). From FC, it's a great option, but I don't think it's special enough to warrant a change in play style. You could probably use iWR B (i30) in place of 66B, but I don't think it'll make a world of difference in how a match goes for Zwei.
 
In practice 66B is just better than WR B, which is best reserved for punishing (whiff or block). Since you need to cover your opponent's options and WR B has less range, 66B is superior as a poke and in frame traps. Off of 2A(hit) I find WR B has trouble agaisnt backstep where 66B dominates. As Laser said, you can make up for the damage gap with wake-up, which the WR B staple combo lacks. Using iWR B in place of 66B is far greater a risk, the range and 7 extra frames make a world of difference...
 
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