Question (>*.*)
How can you be a really good spacing Zwei? And is it a bad thing if I use B+K too much?
The Opening: (Getting In There!)
If you mean spacing as in keeping opponents out/ away, then first you have to get in your damage.
*Throw (A+G/ B+G)
*Quick Low Hit (2K/ FC 2K)
*Quick Mid Hit (B/ 4B/ A+B/ 3B)
*Anti-Spacing (66B/ 3A/ 6A)
These four Methods combine with proper experience against opening matchup options let you get in your damage to play keep away. Try to go for a Throw or 2K first and evolve off of that.
The start of the match typically involves the opponent launching an attack, backstepping, or sidestepping. Simply dashing foward into guard can get past the generic openings. Dashing into 66B or Throw will each stop backdashing and sidestepping respectively to a degree while providing a mixup. However depending on the matchup they have an equal opportunity to shift opening momentum in their favor as well (usually with a signiture move), like Nightmare's a;g;A for example.
Zwei has opening attacks as well, 66B off the bat crouches under highs dealing good guard damage to those who block it.
1{B} although fairly risky, is great at stopping rushdown at the start of the round. Also B+K (your favorite move) is great to mash out at the start of the round, dealing with most opening moves that lack range. Unfortunately all the opening attacks can be spaced and punished when avoided.
You can also start keeping them out and let them come to you straight away, the start of the match provides a good opportunity for damage but until they hit you as well its a draw.
Get In & Keep Out:
Once you've either rushed in for damage or figured out the opponent's plans and punished them then you've got your damage and its time to run!
Zwei possesses a couple tools that push the opponent back on Grd, {B} being the important one. Enforcing {B} is also risky due to EIN being steppable to
your Right leaving Zwei somewhere worse than -20 post step. This means Cervantes can 3B punish for half life. So simply using B as a one hit poke then spacing whether its blocked or hit will either draw the opponent into aggression or have them Guard in fear of EIN, and if they step on anticipation you get away cleanly each time. If they pursue your spacing, next time you do {B} EIN has a better chance at CH knockdown. Once they block {B} entirely it will give you +2 advantage and some good pushback to get away with.
Some other tools that act similarly are 4B and 66B, these moves have string followups (
4B BE &
66BA) that may leave the opponent guessing giving you a chance at backdashing away. Just don't forget to make them remember the full strings from time to time. These moves lack {B}'s pushback on block and are more negative on Grd than a single B, so backstepping becomes far more risky off these moves.
While away, B+K becomes a great tool to push way or interrupt those getting too close. It gets extra range when the opponent attempts to attack, but this move fails against sidestep. B+K has no following hit but does have a good pushback on block to retreat with.
When at a very far distance, you can use EIN from 1{B] to counter sidstepping and deter rushdown. EIN can be ducked post 1{B] and certain matchups like Nightmare give him a FC 3B to hit you with while avoiding EIN. If you're too far for any of that to connect its not harmful to throw out 1{B], even if its just to test your opponent. Most of the roster have a way to deal with 1{B} even from full screen, like Algol's CE or Ezio's 6B+K corssbow shot for examples, so use 1{B} sparringly.
66A+B is the last attack involving spacing I'd like to write about however, it's use doesn't follow the other attacks principles. In a sense the other moves are used to poke or test the opponent where as 66A+B is used to press them. 66A+B is too slow to simply throw out at random, rather use it when they miss their attack. If 66B won't reach or is too slow to land a hit (maybe they're too safe post whiff), then 66A+B is the go to in this situation. It will damage the opponent's guard meter heavily and give you +6 to escape with should they block EIN. Since the opponent misses their move you can use their disadvantage to in a sense "speed up" 66A+B making it risky to evade or unavoidable altogether. All characters can either GI or JG EIN's hit, GI being the most effective leaving you at -27 to fend off their momentum. Should they JG EIN, it leaves you at -3 and they avoid most of the pushback but you are safe and can still get away also, the longer you delay EIN the more advantageous you are when they do JG. Unforunately delaying EIN too much lets them sidestep to
your Right, with 66A+B being -20 on block you can't be punished if they step but you can't move either without taking a serious risk. The biggest advantage of 66A+B is that you're attacking, you can't run without covering your arse, you don't have to defend 100% with this style of play, its healthier to attack from time to time and boss the opponent around. Use offense to to aid your escape.
Recap:
Get your damage in, rush foward into Throw/ 2K/ B/ {B} then get away.
Keep away with {B}/ B+K and use 1{B} from far range to deter rushdown.
Use 66A+B to press the opponent for whiffing.
Know what each character can do, how to get around it, and what to hold back on in certain matchups.
Poke with single B's and play mind-games with EIN.
Use offense to aid your escape.
And just mentioning this but "Time is your best friend" so pay attention to the clock.
Good Day and Take Care,
Your Friend & Mine: Bear
(This rhymes and I must confess, I love you)