Silmerion
[09] Warrior
So Z.W.E.I. doesn't feel nearly as weak as I'd initially put him. Once you get a hang of how to use E.I.N. to set up your offense, it gets a lot easier to press advantages.
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I worry about 2B because it leaves you at -2 on hit. :| I prefer 3K or, if I need a little more range, K.I like 2b in a lot of situations what im finding is people have a panic button to beat your pressure at a specific distance.
Its pretty useful when they seem to be using panic buttons to beat your pressure
also 8k should not be underrated at all.
A+G can be used for unblockable setups. As well as be followed ub by 4bA+B+K follow ups. Not to mention gives you some amazing mix up opportunities considering how positive you are after the grab.Several things i've found that i'm not sure how useful they are-
1. A+G seems to be screaming for this. The throw does damn little else, but sometimes i can get the hit to come out late enough after the throw that not only does it hurt like hell, but it gives a chance to combo from there.
I didn't include it because I haven't done too much testing with it, haha. I'll give it a try today and do a write-up.A+G can be used for unblockable setups. As well as be followed ub by 4bA+B+K follow ups. Not to mention gives you some amazing mix up opportunities considering how positive you are after the grab.
On topic:
Any reason why you didn't include 6B+KA/6B+KB? They both give decent advantage on block. And I don't really see anyone managing to duck the first hit on reaction.
As in, one of Z.W.E.I.'s i23 attacks clashed with an opponent's i17?I wasn't really sure where to post this at but it seems that the frame data from the strategy guide is amiss.
Was doing some testing for myself and had an i23 clash with an i17 after a supposedly +2 move.
Don't get to excited about that current one it was A on hit lol.As in, one of Z.W.E.I.'s i23 attacks clashed with an opponent's i17?
That's really sexy. I'll take a +6 over a +2 any day.
1K should not be used outside of combos. Honestly without enough meter to do the BE i would forgo the 1K entirely for better wakeup as the recovery is so massive that the opponent is up by the time you recover. And yes alot of his moves are useless. But that is why he has EIN. Without EIN ZWEI would probably be in a tier list of his own right under yoda. You have to use EIN to make the attacks you use safe and keep pressure on your opponent. And if you're fighting a range character you have to be patient and turtle till you have the opportunity to get in close and do some damage. He is a character you have to have good fundamentals to play.guys i want zwei to be my secondary but i actually have no clue how he should be played....I learned the combos, i read the soul arena but i just feel like a lot of his moves are useless... like 1k without BE sucks...
Snip.
So, not to be a jerk but, are you Zwei players just insanely good or are you all playing against scrubs/people who don't know the match-up? I find it insanely hard/pratically impossible to win with him against anybody who has an inkling of knowledge on when to step or TC. He's always slow and almost always unsafe, his step-kill is awful, he has no decent low, his damage and range is lackluster. Overall he shapes up to be an awful character in my hands. So how are you all doing it? :(